The Visions team is proud to present to you our latest struggles, creations and solutions in order to bring to life an all-new faction.
Arnor, lost realm of the North.
Arnor, realm of the Dúnedain remnants.
Arnor, as portrayed by the Visions mod team. (Mullers, Orc Master, Flameguard and Matias)
Arnor is a faction the mod team really wanted to bring alive, because the shattered might of the Dúnedain, their wisdom and their justness is something that greatly speaks to our imagination.
In order to bring this faction in a realistic way under our War of the Ring setting, we decided to make it a stealth-based faction, since the Dúnedain were few in number and relied heavily on ambush and remaining hidden. The fortress has upgrades that comply with these ideas and so does the setup of units and buildings. One of Arnor’s most unique features is something we call Battalion Customisation, something that will be explained below.
Battalion Customisation was developed with Arnor in mind. Since the Dúnedain were so few in numbers and were basically (during the WotR) all rangers or woodmen, we decided to give Arnor only 1 basic unit. This unit has Battalion Customization enabled however, allowing the Arnor player to develop a versatile army nonetheless. Now for the details on Battalion Customisation, a basic overview of the feature.
Dunedain Rangers – Cost: 250
Arnor has very few units, one of them being the extremely versatile Dunedain rangers. The concept is that you buy a basic Dunedain ranger battalion for the low price of 250 resources. This battalion is capable of doing pretty high damage with their bow, over a decent range. Their armour and survivability is very low however, and they are stealthed only near trees. This unit has 3 options in its commandset.
Option I: Upgrade to Arthedain Ranger – cost: 500
This allows your Dunedain ranger battalion to toggle between a bow and a sword, and it allows them to receive the heavy armour and banner carrier upgrade. These rangers also have the Ambush ability, allowing them to call for an ambush anywhere on the map. They will always be stealthed when standing still.
Option II: Upgrade to Spear wielders – cost: 200
This equips your Dunedain ranger battalion with spears, increasing their effectiveness against enemy cavalry. They will also be able to receive the heavy armour and banner carrier upgrade, but lose their stealth. They gain a skirmish formation to increase their effectiveness against horses.
Option III: Upgrade to Guardians – cost: 500
This equips your Dunedain ranger battalion with a sword and shield, increasing their armour but decreasing their speed. They will be able to receive the heavy armour and banner carrier upgrades, and have a armour increasing ability. They will lose their stealth.
Of course, Arnor will have some other units amongst their ranks, but the Dunedain Ranger is their most-used unit.
We have also incorporated a special way of collecting resources, making use of a Skinner building that collects resources like every other building, and a single unit called a Hunter. Hunters can be recruited from the Skinner building. They do huge amounts of damage against other units, but take much time aiming their arrows. They have very little armour, as little as the Orc Gatherer unit for Isengard and Mordor. Only 5 of these Hunters may be on the field at any time, and each kill they make rewards the player with a set amount of resources. Used correctly, these Hunters can grant a player an economic bonus early game, killing creeps with the Hunters and demolishing their lairs with Dunedain Rangers.
Now that you have (hopefully) managed to read this wall of text, here are our latest RENDERS.
Models and skins: Matias, except for the Arnor Fortress, which was done by Orc Master.
Coding: Mullers, with help from Cahik.
*reserves 2 posts beneath this one*
Edited by Matias, 22 May 2007 - 04:42 PM.