Jump to content


Photo

Khazâd ai-mênu!


  • Please log in to reply
149 replies to this topic

#1 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 20 November 2007 - 10:11 PM

The focus of this mod is to bring the Dwarves of Erebor and their kin into the battlefields of The Lord of the Rings: The Battle for Middle-earth. This Thread will be updated whenever possible, but once a decent work flow is initiated, hopefully weekly.
As of right now, the team is composed of:
elfhelm: "leader", general newb, media guy.
Matias: skinner, modeller.
Lauri: one man army.
Here is the Dwarves' Tech Tree:

Heroes

Dain II Ironfoot.
-Rank One: King Under the Mountain, leadership bonus to all nearby troops of +25% vision, +75% combat experience, +50% defence increase against missile weapons.
-Rank One: Dwarven Cleave, powerful attack against one enemy.
-Rank Three: Name Known Far, causes fear in enemy troops.
-Rank Five: Bombard, increases firing rate of targeted battalion by 65%.
-Rank Seven: Commanding Presence, grants experience to nearby units.
-Rank Ten: Fortifications, increases health and armor values of buildings within radius.
Gimli, Son of Gloin.
-Rank One: Axe Throw.
-Rank Two: Leap.
-Rank Five: Slayer.
-Rank Six: Veteran Fighter, +25% combat experience and +70% damage to nearby Dwarven Campaigners and Clansmen.
Hadhod, Dwarf of Fundin's Clan.
-Rank One: Toggle Weapons, swap between an axe with an AoE and a siege hammer.
-Rank Two: Crippling Smash, melee version of Cripple, only effects one enemy.
-Rank Four: Long Friendships, summons Elegost the Dunedain to fight for a short time.
-Rank Four: Journeyman, armor upgrade.
Elegost the Dunedain
-Rank One: Toggle Weapon, swaps between sword and bow.
-Rank One: Creature Bane, increases damage to Wargs, Trolls, and Mumaks. Passive.
-Notes: Summoned by Hadhod's, "Long Friendships" Power.
Gloin, Son of Groin.
Thorin III Stonehelm.
Bifur and Bofur.
Dori.
Dwalin, of the Blue Mountains.
-Rank One: Lord of the Ered Luin, leadership to nearby Ered Luin Pikes.
-Rank Three: Traveler, temporarily increases move speed of target battalion.
-Rank Three: For Balin!, increased damage to Trolls and Goblins.
-Rank Seven: Pike Master, singel powerful attack that does knockback to rest of target horde.
Bard II.
-Rank One: Toggle Weapon, swap between bow and sword.
-Notes: Summoned from the "Summon Dale Allies" Power.

Units.


Dwarven Clansmen.
-Upgrades: Heavy Armour, Dragon Helms, Throwing Axes.
-Trained From: Halls of Our Fathers.
Dwarven Archers.
-Upgrades: Heavy Armour, Flaming Arrows.
Trained From: Halls of Our Fathers.
-Notes: Fire very slowly, have limited range. Come in battalions of eight members.
Campaigners.
-Upgrades: Dragon Helms, Throwing Axes.
Trained From: Halls of Our Fathers, Rank Two.
-Ability: Veterancy, immune to Fear from Rank One, +15% attack bonus to Clansmen and Archers.
-Note: Gimli is a Dwarf Campaigner, so expect them to resemble him a little bit.
Ered Luin Pikes.
-Upgrades: Heavy Armour, Dragon Helms.
Trained From: Halls of Our Fathers, Rank Two.
-Notes: Anti-cavalry and -monster of Erebor, wield "Great Tridents."
Khazad Guard.
Upgrades: Hammers.
Trained From: Halls of Our Fathers, Rank Three.
Archers of Dale.
-Notes: Summoned from the "Summon Dale Allies" Power. Have a high attack rate, range, and power.

Buildings.

Dwarven Quarry.
-Notes: Settlement Resource building. Reduces cost of buildings.
Dwarven Smithery.
-Notes: Standard resource building. Purchases upgrades at Rank Two, reduces cost of upgrades.
Halls of Our Fathers.
-Notes: Trains Clansmen and Archers at Rank One, Campaigners and Pikes at Rank Two, and Khazad Guard at Rank Three. Heals nearby units at Rank Two.
Stealthed Lookout.
-Notes: Alternate Settlement building, stealthed (codeable?), reduces cost of Campaigners, reveals large portion of shroud around it.
Monument to Aule.
-Notes: Provides leadership to nearby troops. Reduces cost of heroes.

Upgrades.

Throwing Axes.
Purchasable From: Dwarven Smithery.
Applies To: Dwarven Clansmen, Campaigners.
Dragon Helms.
Purchasable From: Dwarven Smithery, unlocked once Power "Craft Long Lost" is purchased.
Applies To: Dwarven Clansmen, Campaigners, Ered Luin Pikes.
Flaming Arrows.
Purchasable From: Dwarven Smithery.
Applies To: Dwarven Archers.
Heavy Armour.
Purchasable From: Dwarven Smithery.
Applies To: Dwarven Clansmen, Dwarven Archers, Ered Luin Pikes.

Powers.

Tier 1:
Heal, 1 PP.
Baruk Khazad!, 1 PP.-Increases unit attack power by +45%, unit move speed by 30%.
Tier 2:
Summon Elven Allies, 3 PP.
Barzanthul, 2 PP.
-Notes: Anduril/Gandalf the White rip-off for Dain.
Like Water on a Rock, 3 PP.
-Notes: Destroys all trees and places "gravelly" ground texture within Area of Effect. Negates Enemy Leadership bonuses, and reduces enemy movement speed by 85%.
Tier 4:
Reclaimation, 6 PP.
-Notes: Increases resource production of all buildings, and reduces cost of all upgrades, units, and buildings -15%. Enables purchase of Dragon Helms from Dwarven Smitheries, and Postern Gates buildable for Wall Upgrades. Resources are generated by all slain enemies.
Summon Allies of Dale, 6 PP.
-Notes: Summons Bard II and three battalions of Archers of Dale.
Tier 4:
Summon Gandalf the Grey, 14 PP.
-Notes: Summons a Rank 10 Gandalf for one minute.

Renders, Screenshots, Etcetera.

UnSkinnedRenderOne.jpg
Dwarven Campaigner, front.
UnSkinnedRenderTwo.jpg
Dwarven Campaigner, back.
---
That's all I've got for now, will update very soon!
Cheers,
-mike

Edited by elfhelm.., 21 January 2008 - 08:06 PM.


#2 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 20 November 2007 - 10:19 PM

Well, ya have my axe. :p

No fuel left for the pilgrims


#3 Beleg

Beleg

    title available

  • Project Team
  • 564 posts

Posted 20 November 2007 - 10:21 PM

Wonderful Idea :p
92% of teens have moved onto rap. If you are part of the 8% that still listen to real music, copy and paste this into your signature
Posted Image
"Tell a joke and I will sigh and you will laugh and I will cry"
>>Political Compass<<

#4 CNCM_BLITZ

CNCM_BLITZ

    Captain of the Flying Dutchman

  • Members
  • 113 posts
  • Projects:Forgetting RA2 and learning BfME
  •  Amateur Modder

Posted 20 November 2007 - 10:29 PM

Thanks for starting the new thread. But you didnt address what I had to say, like you said you would.

Well, remember that all other sides have many leadership bonuses. Also I think that a Rohan army with only Aragorn at the head would have enough Leadership to defeat your dwarves and all their bonuses. Then add Theoden and Eomer to the mix along with Elven Wood and a statue, I think the dwarves would be slaughtered.

And Craft Long Lost is expensive because first you must earn many PP, and after you finally manage to purchase it, you still have to spend a bundle of cash on the upgrade itself. And every team with walls has the ability to build posterns any time they want. Its an unfair advantage.

The number of heroes IMO should be much larger. Bifur, Bofur, and Dori are still alive at the time of the WOTR. Bombur is too, but he is so fat that six young dwarves must carry him around. Gloin is the only one you are using, it seems. Why not add these? Bifur and Bofur are brothers so you could make them complement each other such as a bonus when they are near each other.

For the Khazad guard, Hammers should not be a purchaseable upgrade. Dwarves NEVER use hammers in LOTR. Instead, upgrade from walking axes to Mattocks.


Edited by CNCM_BLITZ, 20 November 2007 - 10:29 PM.


#5 Dain Ironfoot

Dain Ironfoot

    No sex please, we're Dwarves

  • Hosted
  • 1,655 posts
  • Projects:The Peninsular War
  •  I aten't dead.

Posted 20 November 2007 - 10:32 PM

A nice solid mod idea. Not too overambitious. Though I do reccomend you stick with those first 3 developed heroes for now... that's more than enough to do.. once everything else is at a good state, you can create heroes to your heart's content.

Just remember, don't listen to anyone if you don't want to.... except me of course :p

Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?


#6 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 20 November 2007 - 10:51 PM

Okay... Now that I've got the post as best as I can atm, it's to address :p
@ CNCM_BLITZ- I apologize for the delay, I was writing up the first post, and then the site lagged, etcetera. Anyway, you bring up several good points-Gandalf the White is superior to Gandalf the Grey, Craft Long Lost is a little too expensive. Also, if you noticed, I've given Dain's leadership an immmense boost. Not as large as your suggested one, but it's decent after all. It'll probably come up even more once I've had some time to think about it. The number of heroes is going to increase, though probably not as far as you'd like. I don't like making up heroes, and these were the only ones that came off the top of my head. Finally, hammers. Have you ever played The Lord of the Rings: The Third Age-the console verison? The main Dwarf character, Hadhod-who, coincidentaly, also features here-acquires several hammers throughout the game. Do you have proof that the Dwarves never used hammers in combat?
@ everyone else- thanks for the feedback guys, I hope to make this a great mod.
Cheers,
-mike

#7 CNCM_BLITZ

CNCM_BLITZ

    Captain of the Flying Dutchman

  • Members
  • 113 posts
  • Projects:Forgetting RA2 and learning BfME
  •  Amateur Modder

Posted 20 November 2007 - 11:22 PM

If you do a little Tolkein research, you will find that dwarves are said to be different than other fictional works in that they dont use hammers, they use axes. I got that from Wikipedia under a search for "dwarves".

And yes I have the 3rd Age Game, but it is non-canonical and in some cases, dead wrong. One of the hammers, the hammer of Helm- Hammer Hand, they claimed was made by the dwarves. This was never said by Tolkein. Also they said the dwarves helped the men of Rohan create Helm's Deep. Helm's Deep was made by the Men of Gondor during the early years of its dominion. So as you can see, the 3rd Age is not a trustworthy source of information.

Dain is right. Don't listen to me yammer if you dont want to. Its your mod. I was just giving you some Tolkein lore and some tips of balancing the game. :p

Edited by CNCM_BLITZ, 20 November 2007 - 11:23 PM.


#8 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 20 November 2007 - 11:24 PM

They wouldn't be very different from other fictional works if they only used axes. Tolkien attributed a variety of different weapons to them, certainly not limited to axes.

No fuel left for the pilgrims


#9 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 21 November 2007 - 12:07 AM

I realize The Third Age is wrong in some places, but it would be logical for Dwarves to use hammers in combat-in Gondolin, the House of Rog, went into battle with warhammers, when they had much better gear available to them. So why wouldn't a Dwarf?
That, and I like the idea of them :p
Cheers,
-mike

#10 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 21 November 2007 - 12:21 AM

the campaigners are looking nice :p i like the idea too. how is the throwing axes upgrade going to affect them? Will they become completely ranged, or toggle, or what? anyway, nice idea, and good luck :dry:

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#11 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 21 November 2007 - 12:34 AM

The Throwing Axes upgrade will be a rechargeable ability, much like Gimli's.
Cheers,
-mike

#12 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 21 November 2007 - 06:57 PM

Today, we bring you an update on the work in progress Campaigner skin-one of many:
campaigner4_1_.jpg
Cheers, and if you have any suggestions, please post 'em,
-mike

#13 Devon

Devon

    Dark Nerd of the Sith

  • Global Moderators
  • 5,886 posts
  • Location:Colbert Nation
  • Projects:RJ RotWK, Twilight of the Republic, HDLH
  •  T3A Chamber Member
  • Division:Community
  • Job:Global Moderator
  • Donated

Posted 21 November 2007 - 06:59 PM

i like that! i would just increase the detail on arm bands and boots :dry:

yodasig2.png
My political compass
There's a story that the grass is so green...what did I see? Where have I been?


#14 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 21 November 2007 - 07:01 PM

Work In Progress. :dry:

No fuel left for the pilgrims


#15 Juissi

Juissi

    AWESOM-O

  • Hosted
  • 1,555 posts
  • Location:Finland
  • Projects:Last Alliance modification, The Hobbit mod
  •  Forger Of (Last) Alliance

Posted 21 November 2007 - 07:17 PM

Looking nice. Do you or any of your possible team mates have any animating skills ? Because of course you can make the dwarf faction with Gimli anims and others and then scaling them with code but animations would be something very neat.

#16 Lauri

Lauri

    Old man Lauri

  • Hosted
  • 10,436 posts
  • Location:Norway
  • Projects:The 4th Age
  •  The very worst T3A Team Chamber Member

Posted 21 November 2007 - 07:22 PM

ask cahik... I know he's sick of animating dwarves :dry:
so... don't bother about animations for dwarves yet :shiftee:

anyways, ye have my axe too :sad2: And please, add different weapons to the dwarves! Axes, hammers, swords, pickaxes and more! :D I love dwarves without axes only! :D

T4A_Logo_-_article.png

The 4th Age version 0.8 has been released: Link


#17 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 21 November 2007 - 07:32 PM

Aye, we'll have all o' that (pickaxes-not so sure :dry: (nice triple post by the way :shiftee:)).
Animations...we'll see about those.
Cheers,
-mike

#18 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 21 November 2007 - 07:34 PM

Lauri, we have your axe? That would be pretty awesome, if it meant help. :dry:

Animations are low priority... clansmen will have shields and can thus be bound to the gumaarms_skl. I suppose. Need to get other things done first. :shiftee: And different weapons then axes... well, obviously. You know me.

Edited by Matias, 21 November 2007 - 07:37 PM.

No fuel left for the pilgrims


#19 mike_

mike_

    Student of Homer.

  • Global Moderators
  • 4,323 posts
  • Location:Gulfport, MS
  • Projects:The Peloponnesian Wars Mod.
  •  There are no heroes, no villains - only decisions.
  • Division:Community
  • Job:Global Moderator

Posted 21 November 2007 - 07:45 PM

Indeed, though I'm not going to assume anything :dry:
Lesson learned: good things happen when you don't assume things :shiftee:
Cheers,
-mike

#20 Mathijs

Mathijs

    Post-modern Shaman

  • Network Leaders
  • 13,756 posts
  • Projects:Age of the Ring
  • Division:Revora
  • Job:Leader

Posted 21 November 2007 - 07:51 PM

It is important however to continue that attitude even when good things happen. Never ever assume anything and make sure you can always do it yourself, eventually. :dry:

No fuel left for the pilgrims





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users