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#1561 Dunedain Lord

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Posted 20 April 2009 - 10:38 PM

Dunedain Lord seems like a guy who's way too dependent on hard hitting siege weapons to win a game. He seems afraid that reducing the power of Trebuchets means he'll never win another game or something.

1.) When fighting against foot units, trebuchets suck. You've got your men fighting their men and more often than not the trebuchet will hit your guys more than it does theirs.

2.) When firing the trebuchet at moving units, it misses. Every time. I know how to use the barrage option to lead enemy forces, but not everyone can.

3.) Do I even need to mention how bad cavalry rip them apart?

Trebuchets suck. They should deploy for extra power, and get bonus range, but get no movement at all. Not even side to side. They get like, a long but very narrow range directly in front. Thats how they worked back in the feudal ages.

Now, in bases and castles, they would actually put them on a swiveling platform (that could also lock if they needed it to) that they could use to turn the trebuchet here and there to acquire new targets. Its actually a pretty interesting technology, considering their time...anyways. Yeah, Arveleg and Glorfindel should get mounting abilities.

And Dunedain Lord needs to take a chill pill, a breather, needs to calm down, whatever. Dude needs to relax before he has a heart attack or something.


Meh, they've got fairly good armor and you can wreck an enemy's archers (or their soldiers before they reach ur guys), and if they do close in then all u need to do is have them bombard in front of ur own lines, so they're actually really good siege weapons. I like the idea of a stationary siege weapon as much as u do (though, only facing one direction is a bit far tbh), but then again, the Dwarves would be better off with a stationary cata weapon imo :p

on the armor part, you should make them have some more armor...........might make them ACTUALLY op.
and dude, for a defensive status to Captain of Arnor, I'll give you a reason why they can wreck havock upon troops. Have loads of pikes and rangers in ambush
positions in trees if any, or really spread out, and keep two trebs next to each group. When an enemy comes, they will try to attack one, and they will get hit really hard. Basically, they die after facing about 2 or 3 groups and by "they" i mean a whole FU cp army.
And as I said before, I was pissed off earlier so stop saying stuff about "you need a chill pill, calm down!"
And they do help in killing buildings (obvious fact).
And the AI should be restricted to building 10 trebs max. As far as i've considered, it is........a LITTLE op.
But then again, just bring in the cavalry and you can take out those trebs in a matter of seconds!

Edited by Dunedain Lord, 20 April 2009 - 10:39 PM.

"Now, men of Arnor. Let us restore the glory of the Dunedain! To battle, and victory!" King Argeleb

#1562 Captain of Arnor

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Posted 20 April 2009 - 11:40 PM

My idea was that for the Dwarves, they get a single catapult that a few dwarves carry by way of bars at the front and back. Four dwarves in all. They sit it flat on the ground when it deploys and it fires, rather than one large stone, many smaller scattering shot-type rocks. Arnor or Gondor would get the big trebuchet that fires the one large single rock. =\

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#1563 shadowcreature

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Posted 21 April 2009 - 02:14 AM

hmmm, from the sounds of it, that sounds like a mangonel. Is that so CA?

#1564 Captain of Arnor

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Posted 21 April 2009 - 03:11 AM

It is, in essence, a mangonel-derived siege weapon. Mangonels were also entrenched siege weapons, their main power was achieved when they were mounted to a tower and able to rain burning shot down into a crowd of men.

It seems a lot more Dwarvish to me than a trebuchet does, if you ask me. A deploying trebuchet definitely belongs with the ranks of men though. Look at the battle of Minas Tirith in the movies and in the books as well - they very obviously had them. Canonicity comes into play once more here.

'The Twilight of Man is nigh, and coming ever closer. The days have shortened into cold, forlorn darkness and sunrise to sundown is a bitter struggle for survival. But do not think for a moment that we shall not fight. We shall not go quietly into the dusk. We shall not throw down arms and flee, or surrender. We will go on, we will not falter. And even should we die, we shall make an end that will be remembered for thousands of years. For beautiful Arnor that is, for glorious Númenor that was! We are the Dúnedain, we are the Men of the North, and our foes will remember our steel!'

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#1565 Atomic

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Posted 21 April 2009 - 04:39 AM

A couple of noob questions/suggestions (sorry if they've been addressed before, just downloaded RJ RotWK yesterday):

1) Have we already considered making the Dunedain Camps camouflaged to the enemy (maybe when placed among trees), kind of like the GLA Stinger Sites in C&C Generals? I imagine building Dunedain Camps out in the wilderness for guerrilla style tactics, and this feature would be really cool for that.

2) IMO the Arnor fortress expansions seem really weak and easily toppled (namely the garrisonable dormitories). It seems like they're quickly and easily destroyed by just one unit of orcs or Uruk-hai (and Arnor archers garrisoned inside don't seem to do much to stop it).

Sorry again if these have already been addressed. I'm a huge fan of RJ RotWK! Thanks for all the work you guys put in! :p

Edited by Atomic, 21 April 2009 - 04:41 AM.


#1566 shadowcreature

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Posted 21 April 2009 - 05:34 AM

Interesting, however I don't think it's possible for buildings. As far as expansions, have you researched the Alliance upgrades? iirc they each give armor addition to Fortress.

#1567 Atomic

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Posted 21 April 2009 - 05:48 AM

Interesting, however I don't think it's possible for buildings. As far as expansions, have you researched the Alliance upgrades? iirc they each give armor addition to Fortress.


Hm. I just played again to check, but I didn't see any upgrades. Perhaps I'm looking in the wrong place? I don't know, it's just that IIRC toppling fortress expansions in BfME2/RotWK required either siege engines, several trolls/giants, or LOTS of infantry over a long period of time. They seem to crumble so easily now, though.

#1568 Dalf32

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Posted 21 April 2009 - 09:04 PM

when i was saying that the dwarves should get the emplaced siege mechanic, i didnt mean that they should be trebuchets. they would simply be catapults built directly onto the ground. i definitely agree that men should keep the trebuchet.

an anti-infantry siege sounds like a good idea though. it could be a nice complement to groups of archers or cavalry.

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#1569 Dunedain Lord

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Posted 23 April 2009 - 02:29 AM

i like the idea of an anti infantry siege also. It shows the strength of the weapons of Arnor,
the strongest kingdom of men in Middle Earth.
"Now, men of Arnor. Let us restore the glory of the Dunedain! To battle, and victory!" King Argeleb

#1570 Gr1m

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Posted 23 April 2009 - 03:07 AM

i like the idea of an anti infantry siege also. It shows the strength of the weapons of Arnor,
the strongest kingdom of men in Middle Earth.


I think I brought this up earlier on in either the Gondor or Arnor thread. It makes sense for both factions to have anti-infantry siege like mangonels or ballistas, considering the threats they were facing consisting largely of large unorganized hordes of infantry.

Realistically though, the kind of defences Arnor should have would depend on what is done with Angmar and how we decide to envision that faction.

#1571 Atomic

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Posted 23 April 2009 - 06:56 AM

Have we already considered making the Dunedain Camps camouflaged to the enemy (maybe when placed among trees), kind of like the GLA Stinger Sites in C&C Generals? I imagine building Dunedain Camps out in the wilderness for guerrilla style tactics, and this feature would be really cool for that.

Interesting, however I don't think it's possible for buildings.


But what about the Elves' Mellyrn Grove spell, researched at the Fortress? It works on structures. Couldn't there be a way to just apply similar coding to the Dunedain Camps?

#1572 shadowcreature

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Posted 23 April 2009 - 07:18 AM

Maybe, if a coder's point of view is stated, then we can more easily answer the question.

#1573 Silindor-Blue-Wolfrayet

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Posted 23 April 2009 - 11:38 AM

Something for Arvendui's skin,it seems too formal i would say.He goes to war and this skin doesn't seem to fit at all,but the old one was similar to Arveleg's which surely needed to change.What i want to say is that Arvendui must wear an armor or something like that if his skin changes.
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#1574 mxalex229

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Posted 24 April 2009 - 12:25 AM

can men and elves make combo hordes? may not be realistic, but would be cool :p


That is one of the things that I really like about Arnor. I'm going to allow them to combine.

So far the units that I have planned (not yet done):
1) Soldiers, Archers, and elven pikemen
2) Towerguards, rangers
3) Knights, rivendell-archers
4) Imladriswarriors

I'm going to be going through these units and changing it up though. I'd like to have at least 1 more elven unit, and take out the gondor clones.

We'll see how they turn out. Arnor has always been the last one I work on, tbh.


why not add the elves from the last alliance? the skins (noldor) are already made and so is the weapon toggle, you just need to remove the weapon upgrades and add banner carriers..... also less health and less damge to even it out.

#1575 Devon

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Posted 24 April 2009 - 12:30 AM

2 year old quote ftw! :p

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#1576 shadowcreature

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Posted 24 April 2009 - 11:06 PM

A little armor sounds fine for Arvedui I think. I read the "other" Arnor thread and came across something curious : Should we have some sort of elite Arnorian Elf back, or does the Mithlond Sentry fit the role fine?

#1577 Uruk King

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Posted 25 April 2009 - 05:41 AM

I think Dunedain Bladebearers would be enough for elite units, if they are created that is.
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#1578 shadowcreature

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Posted 25 April 2009 - 05:50 AM

Indeed, I think that would fit fine, also give a good boost in the Men ranks of the faction.

Edited by shadowcreature, 25 April 2009 - 05:52 AM.


#1579 Dunedain Lord

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Posted 26 April 2009 - 03:04 AM

I think FORNOST Bladebearers would be enough for elite units, if they are created that is.

fornost sounds cooler than Dunedain.
"Now, men of Arnor. Let us restore the glory of the Dunedain! To battle, and victory!" King Argeleb

#1580 Gr1m

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Posted 26 April 2009 - 03:12 AM

Steelbows, people. Steelbows!




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