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#21 Nazgûl

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Posted 30 January 2010 - 09:09 PM

And for the first time I'm pretty certain we can actually pull this off, just cause you're not just as good as many of the best modelers I've worked with, but you're more persistent than the most :p

Just a question about the Mahud, are you all still pursuing the Mahud to be on top of a Mumak? Is that going to come as an upgrade, or as some kind of combination thing like Merry/Pippin with Treebeard? I think its far easier to make him an upgrade that affects speed( move, attack, turn rate) and slight attack buff(perhaps even to the archers in the back). Also its not like he moves much anyways, he just sits and slightly moves the reigns.


It will be an upgrade. The Mumak "driving" Mahud will not be unmountable off/on. That would mean a lot of micro management and impossible AI. Once the Mumak is upgraded, the Mahud stays until the Mumak is dead. Depening on how many anims Ridder will do, the Mahud will move somewhat as the beast moves... Currently he has only an idle anim, but maybe Ridder will have a horn blowing anim and steering anims (left, right). We'll see :p Once the Mumak is upgraded, it will move faster, turn faster and attack with better accuracy/damage.

About the faction... please don't go bananas (! hehe) now, but I've actually started to think about splitting this faction for THIS beta. Why? Well, because we have everything we need to fill both factions, and we'd save the trouble of fiddling with a very tight BSE (base) that would have to fit all them structures. This is not something I (or we) have decided or even talked about. I just started thinking about it today... and I know TT have already begun modeling a Harad fort ever so slightly. I've fallen "in love" with these mysterious cultures and the way we have a somewhat bigger artistic freedom to elaborate here, since Tolkien indeed did not, when it comes to these far away lands and their inhabitants. As I've said many times, Games Workshop is a huge source of inspiration for me, and I like 90% of the visual and fictional elaboration they have done on the LORT concept. I am going to put the Mahud in as a subfaction of Harad representing Far Harad the way GW wrote it. And I will do the same with Khand for Rhûn. The way I see it, the Mahud are not half trolls, they are human =p I am well aware of the fact that die hard lore followers won't like it, but then again... we have Smaug, dragons, far too many elves and dwarves (for being 3rd age) etc... not to mention, revivable heroes that die over and over again, just like Gollum? In the end, this is a game based on fiction. I see no harm in fictionalizing the fiction slightly further to fit my vision for this mod/game. Harad would need an anti cavalry unit, and the Mahud Tribesmen with spears would fill that role, as the Harad Lancers use throwing javelins with limited melee damage.

But we'll see... :p

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#22 isledebananas

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Posted 31 January 2010 - 02:02 AM

Wow it just seemed for a bit there that you might have to delay due to lack of members, and now your thinking about a split(lol more banana humour).

I don't think your going too off on the lore with Haradrim, since they are a vast people and not much is actually described about them in the books. So Mahud and Corsiars for the main Haradrim faction and Khand for Rhun sounds about right. Well good luck to you all if your gonna go for it.

If you don't mind some suggestions. Thanks to GW I have always seen Harad as completely different from other factions. Most others have some pretty basic unit setups and strategies, usually involving two different types of units to deliver an effective one-two punch to the enemy to take them out. But Harad doesn't have something like that since their people are widespread and varied in their physique, culture, and fighting styles(not to mention they are technologically behind most other factions). The way I see this is Harad to be an effective faction they need to use most of their units in conjunction with each other they can't just spam one or two kinds and hope to win. It also makes them a pretty good counter army.

Harad

Elite:
- Serpent Guard : your basic anti-hero infantry(though they have pikes) GW has a mounted version maybe a mount ability for them

Regular:
- Haradrim Archers : basic archers just like other factions but perhaps slightly faster than most save Elves and Uruk Scouts
- Mahud Warriors : tank units(have shield wall similar to BFME I Tower Guard) also has blowgun toggle which is a mid ranged attack which slows affected enemies, they are also somewhat hard to trample similar to pikes but they don't do much damage against cavalry in shield wall

Basic:
- Haradrim Swordsmen : basic infantry but maybe a little faster than other factions save Elves and Uruks
- Haradrim Lancers : have melee/range toggle, as melee they are similar to pikes but take more damage due to poor armor and javelins being shorter

Defence:
- Harad Villagers

Cavalry:
- Mumakil : same as usual
- Haradrim Raiders : like the old Rohirrim they have a toggle and are the light cavalry
- Mahud Camel Riders : heavy cavalry but slower and have bonus damage against other cavalry(horses of ancient times were scared of camels and the camel riders were used against normal cavalry)

Support:
- Corsairs of Umbar : they are the same as always maybe some more abilities towards scavenging
- Harad Hashiarii : in GW they are depicted as pure assassins so I don't see them as a horde, they will have various abilities which aid against heroes(anti-hero bonus too)

Siege:
- Corsair Arbelesters : horde of superior ranged archers, great damage against both units and buildings(but slow attack rate), can deploy shields to drastically decrease damage from arrows
- Corsair Arcuballista : differently designed ballista maybe smaller, faster, and more maneuverable than Isengard's, but also less damage

Edited by isledebananas, 31 January 2010 - 05:07 AM.


#23 khamulrulz

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Posted 31 January 2010 - 03:22 AM

nazgul, i'd rather have a rohan split before a harad/rhun split, if we are doing one more for this beta. my two cents.
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#24 isledebananas

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Posted 03 February 2010 - 07:00 AM

I think Nazgûl is considering splitting Harad and Rhun now since it is in fact closer to being split more so than Rohan and Gondor. They also have far more redundancies and clutter than MotW.

#25 Emperor of the East

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Posted 07 February 2010 - 12:43 AM

Two Words.

WELL

DONE


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#26 Nazgûl

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Posted 17 November 2010 - 11:17 PM

I'm working on it... The mumak and stuff has already been rebound by me... Al that remains is the animating and the putting of the guy on top ;)
Its a hard thing to do... nobody wanted to do it... ;) So i thought, why don't I do it :p


*bump*

RG... if the mumak IS rigged (rebound)... and if we scrap the anims for the mahud and just have him stuck there (as a stiff model) would you still have to redo all the anims for the mumak? My guess is no? :p

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#27 Lauri

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Posted 17 November 2010 - 11:53 PM

Even I can confirm that's a no

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#28 Nazgûl

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Posted 18 November 2010 - 12:51 AM

Then we should be able to use him... :p

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#29 KingElessar2384

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Posted 20 November 2010 - 12:14 AM

Great Scott! These models are ownage! :thumbsupsmiley: One of the pure examples that brings out the superiority of SEE (no offense to all the good mods out there :p) Keep on working!! Btw, is Harad's elite going to be the Hashiarii(assassins), just want to make sure.
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#30 Nazgûl

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Posted 20 November 2010 - 02:58 PM

Yes, we have a model from TheDeadPlayer, already in game. Screens are in a topic somewhere =p

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#31 KingElessar2384

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Posted 20 November 2010 - 03:08 PM

Yes, we have a model from TheDeadPlayer, already in game. Screens are in a topic somewhere =p

They're in the SEE news and updates section and in the Rhun/Harad topic (located in SEE Evil Factions)

Edited by KingElessar2384, 20 November 2010 - 03:10 PM.

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#32 Nazgûl

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Posted 20 November 2010 - 03:15 PM

Ah there you go :thumbsupsmiley:

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#33 Nazgûl

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Posted 13 June 2014 - 01:50 AM

4 years later...  :thumbsupxd:

 

44749f8952deccc4067b7a0cd059c8f3.jpg


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#34 MattTheLegoman

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Posted 13 June 2014 - 06:23 AM

That came out of nowhere! =p

 

Just make sure that the polies are smoothed when they are in game. =D


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#35 sherv

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Posted 13 June 2014 - 08:13 AM

Really four years ??? : '(

Edited by sherv, 13 June 2014 - 08:13 AM.


#36 Lauri

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Posted 13 June 2014 - 10:18 AM

Looks brilliant.


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#37 sherv

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Posted 13 June 2014 - 10:37 AM

Naz, can i ask something ? Except goblins and evilmen , which need lots of work, other factions are nearly all complete i think, right ? I mean they don't need Alot of work ?

#38 Kwen

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Posted 13 June 2014 - 04:29 PM

A mod is never truly finished.


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#39 Nazgûl

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Posted 14 June 2014 - 01:17 AM

@Matt: No it came from trading with Total War: Third Age mod ;) What do you mean "smoothed in game"?

 

@Lauri, it's a brilliant model indeed. I will make sure it has a set of randoms skins as well. As always, I need some one to rig it though.

 

@Sherv: I I have no idea what you are talking about or refering to. You got it all backwards. And please keep your randoms questions in your own topic please. The one made for you, from back when you were spamming the forums the other week.  And yes, it is 4 years later, which you would have seen if you took notice of the previous post that was: Posted 20 November 2010 - 05:15 PM  :whatoa: 


Edited by Nazgûl, 14 June 2014 - 01:24 AM.

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