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#1341 Wanderer∞

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Posted 24 March 2009 - 12:22 AM

Keep the hobbits.
But add arnor men pikemen as well.
Steelbow can have fire upgrade, it's not that hard, just dip the arrow in oil and light a match XD
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#1342 Captain of Arnor

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Posted 24 March 2009 - 12:37 AM

The argument about the hobbits in Arnor is based on he said she said. The hobbits said they had a group of hobbit archers in Arnor, but neither Arnor nor Gondor ever recorded this fact. I'm saying they didn't. AA says they did, apparently. Tolkien left it open for the reader to make up his own mind. But in my eyes, that isn't enough to say that hobbits were in Arnor. Therefore, they should be removed and re-thought, and something better, more stable, should be made. But thats just how I think.

I don't think a single group of Pikemen are going to make people think 'Oh they're just a Gondor clone.' I certainly wouldn't, at least. And anyone who would think that had probably never played the mod before anyways. One unit in Faction A being similar in appearance / usefulness to another unit in Faction B does not at all make Faction A a clone of Faction B.

I never use the hobbits anyways, never will, so they don't bother me that much outside of how out of place they are. Sure, hobbits might be able to fight a couple goblins, maybe some wolves sometimes. But MUMAKIL? Come on. Seriously?

'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!'

Formerly Lord_Faramir.

My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)


#1343 {IP} Aridor

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Posted 24 March 2009 - 02:53 AM

The hobbits were the ones themselves who said they had sent a body of archers to aid the king. This is the only known help they offered. The main reason I am in favor of including them is that the Hobbits are central to the story. They are the reason everything happened.

#1344 Captain of Arnor

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Posted 24 March 2009 - 03:48 AM

A lot of things happened before Gollum found the One Ring. Or indeed, before the One Ring was even made. We have hobbits available, as heroes for most of the good factions...thats enough for me, really. I think they're boring, I think they're underpowered, I think they're a waste of space and could easily be replaced with something better. But thats just me! I'm done with the subject of hobbits now XD Its starting to get repetitive to me, so I'm gonna try to change the subject before I wear out my welcome on this forum.

Anyone got info on the new reskin of Arveleg? I'm interested in seeing it. He's my favorite hero in the game, next to the Witch-king and Faramir, after all.

'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!'

Formerly Lord_Faramir.

My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)


#1345 *Ranger*

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Posted 24 March 2009 - 03:29 PM

Changing the subject here. Anor infantry's battalion number, i think there should be 5 in a battalion, so that they are able to get a beef up on the attack stats without OP them

#1346 shadowcreature

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Posted 24 March 2009 - 07:20 PM

I like the idea of reducing the number of soldiers and archers and buffing them. Cost for them I don't know what would work.

#1347 Captain of Arnor

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Posted 24 March 2009 - 08:02 PM

I think the battalion size is good where its at, why reduce them? They're good as it is, I think. =\

'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!'

Formerly Lord_Faramir.

My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)


#1348 shadowcreature

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Posted 24 March 2009 - 10:47 PM

True, but the reduced army size was suggested considering Arnor were more "Numenorian-Blooded" compared to Gondor. So to try and reflect that, someone suggested that there be a fewer in a battalion, but have an overall attack buff.

#1349 Captain of Arnor

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Posted 25 March 2009 - 12:38 AM

That would give it more of an Numenorean feel, but it would weaken the swordsmen hordes pretty bad. Early game, its very very easy to kill a horde of Arnor swordsmen =\ They only get good when they get up near level 3 or 4 and have Heavy Armor and Forged Blades equipped. Same with the archers, only with Fire Arrows rather than Forged Blades. If you take away from their numbers, that means fewer swords which means easier targets, even if they do have buffs.

Unless they were to get Defense and HP buffs, which I think they should have anyways.

'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!'

Formerly Lord_Faramir.

My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)


#1350 Eärendur

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Posted 25 March 2009 - 01:29 AM

On the subject of a Gondor Alliance (not that I want to start the whole fight over again). but how about Hobbits stay (seeing as how everybody is insisting that they do), and for a Gondor Alliance you can chose (at the Beacon structure that you have to build) between Dunedain and Elves, or Dunedain and Gondor? If you chose Dunedain and Elves, then you just unlock the Elven Barracks and Dunedain Camp. But if you chose Dunedain and Gondor, then you unlock the Dunedain Camp and the Beacon becomes a sort of Gondor Camp (after five minutes) at level 1 it could look like this:

At level 2 it could look like this:

And at level 3 it could look like this:


And as for the whole unit clones issue, many of the Even units are clones of old Elven units anyway, so you would have to chose between Elves or Gondor. If you chose Gondor then you will could build Gondor Knights, Gondor Spear/Swordsmen, Gondor Archers, Gondor Tower Guards (or whatever they're called now), and Earnur instead of a Gondor Captain.
That way nobody is left out! :thumbsupsmiley: Hobbits stay *shudder*, and you could chose between Elven unit "clones" or Gondor unit "clones." That way everybody's happy! :p

Edited by Arnorite, 25 March 2009 - 01:41 AM.

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#1351 Captain of Arnor

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Posted 25 March 2009 - 01:44 AM

What people are saying, though, is that adding a Gondor alliance option to Arnor would make it less of a unique faction. I don't really agree, I think it would expand upon Arnor and their alliance with Gondor, but they say it'd make Arnor into a Gondor clone. Which is strange to me.

I understand that it would be a lot of work for Rob and the team, thats why I only recommended it as a suggestion. And when I mentioned the beacon, I wasn't thinking that the buildings would really be built into the beacon, but rather the beacon would be replaced with a group of tents after the call was answered, you know? And that, after you upgrade it to level 3, there would be a tent with a guy beating a sword out on an anvil out in front of it.

Those beacon designs are cool, though. And I think something more should be done with signal fires.

'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!'

Formerly Lord_Faramir.

My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)


#1352 shadowcreature

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Posted 25 March 2009 - 05:02 AM

That would give it more of an Numenorean feel, but it would weaken the swordsmen hordes pretty bad. Early game, its very very easy to kill a horde of Arnor swordsmen =\ They only get good when they get up near level 3 or 4 and have Heavy Armor and Forged Blades equipped. Same with the archers, only with Fire Arrows rather than Forged Blades. If you take away from their numbers, that means fewer swords which means easier targets, even if they do have buffs.

Unless they were to get Defense and HP buffs, which I think they should have anyways.

I'm fairly certain that was the idea at hand. :thumbsupsmiley:

#1353 Dragonforce

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Posted 25 March 2009 - 03:29 PM

I have new idea for Arnor's siege units:
1) Arnor Destroyers (Tower-shield wearing units with axes, strong against any buildings but can't attack walls, quite weak ws normal units)
2) Repeating ballistas: Slow to load but shoots 4-6 large arrows fastly. Good vs. buildings, espicially walls

What do you think?

EDIT: I still suggest to add Gondor to Arnor's inn alliance
Units: Gondor Swordwielders
Gondor Marksmen
Rhovanion knights
All units have different skins that playable Gondor has

Edited by Dragonforce, 25 March 2009 - 03:31 PM.

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#1354 Captain of Arnor

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Posted 26 March 2009 - 02:48 AM

I think Arnor should only get one thing for their siege weaponry, but it should be pretty powerful.

I was thinking like, a catapult. Right? Like, a bigger trebuchet, sorta. Only this one has to deploy before it can fire. It becomes completely stationary, immobile. But the range increases pretty heavily to compensate. So you get epic range, but a slower rate of fire and complete immobility. Time to deploy / retract would be like, maybe six or seven seconds? Something like that.

I'm recommending this because I don't think axes would have a very great effect on buildings, honestly speaking. If you want to look at it logically, soldiers shouldn't be able to attack buildings at all, really. I mean, if you walked up and whacked a stone building with a sword, all you'd get is a notched or broken sword. Maybe, if you're lucky, a chip in the stone.

Siege weapons are the way to go, for things like that.

'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!'

Formerly Lord_Faramir.

My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)


#1355 Eärendur

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Posted 26 March 2009 - 04:55 AM

One suggestion that I have for Arnor is the fact that they have a Gondor Trebuchet, which in my opinion take away some of Arnors originality (they are already comprised of many units from other factions [Elves and Dunedain]). I think that they should have an Arnor Catapult, which could basically be a reskined Mordor Catapult, and instead of toggling between fireballs and corpses you could either not toggle and have to upgrade them with flaming munitions (or silverthorn munitions), or toggle between Deploy and Un-deploy like the Dwarven Demolisher, or both.

The quote above has been edited in order to make sense on this topic.

Your ideat that the catapult has to deploy in order to fire is really good. :umad:
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#1356 Captain of Arnor

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Posted 26 March 2009 - 06:32 AM

Wow, I copied exactly what you said before. XD Sorry bro, damn. Didn't mean to do that.

'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!'

Formerly Lord_Faramir.

My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)


#1357 {IP} Aridor

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Posted 26 March 2009 - 02:27 PM

I think that the Gondor trebs should behave like that as well. Physics wise the Gondorian ones are a disaster waiting to happen. I personally would like to see Arnor's seige weapon be more anti-unit. Like a scorpion ballista. Since they never sieged anything but instead were being seiged by hordes of enemies they wouldn't make siege weapons that were good against buildings but rather one that was good against their enemy.

#1358 system_707

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Posted 26 March 2009 - 03:45 PM

Yo.

I downloaded the mod 2 night ago and its an amazing mod.

There is still some bugs to do with the string files in the arnor faction with fire arrows and also maps.

I think Arveleg should have a high skin resolution because when you zoom in to him he is pixelated but when you zoom into the new skinned units there awesomely detailed.

I think Isildur, Elendil or Anarion should be a hero preferabley Anarion.

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Also since i don't want to spam loads of new topics about what should be added i think there should be a Minas Ithil map :umad:.

Edited by system_707, 26 March 2009 - 03:48 PM.


#1359 Captain of Arnor

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Posted 26 March 2009 - 05:26 PM

We've already went over the Isildur, Elendil and Anarion thing. The time-line isn't suitable enough for them to be added to the mod - they existed a long time before game-age Arnor, and Gondor of the same time, did. Argeleb I was the seventeenth King of Arnor, compared to Elendil being the first. But they're re-skinning Arveleg, thankfully - I hope they keep that look going though, with the red surcoat over the armor and all that. Its an awesome look.

On the subject of new heroes though, Earendil could be an awesome thought - he never died at all.

The Ring couldn't bring people back from the dead either, unfortunately, so that isn't going to happen either. =\ It'd be neat if it did. They're talking about adding Earnur as a hero for Arnor though (the guy who tried to rescue Arnor from Angmar) as an inn-faction hero.

(PS. New players to the mod should definitely check out the inn, in game.)

Edited by Captain of Arnor, 26 March 2009 - 05:31 PM.

'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!'

Formerly Lord_Faramir.

My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)


#1360 {IP} Aridor

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Posted 26 March 2009 - 05:55 PM

Those Heroes will be in the campaign. Don't worry.




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