
So I come to you know with the updated techtree. The reason for this is because I've never thought about balance before, and just wanted cool stuff. Cool stuff is, without a doubt, cool, but cooler yet when they've got a purpose

So now I've gotten around updating the techtree, by mostly removing units acctually. Rhûn is the only faction that made it though without a scratch, so to speak. The rest had units removed, and altered purposes. I will give each and everyone a reason to why I removed them, hopefully some of you will be sorry to see some of these units go:
So, let's take Rohan first. The only unit they got removed was the Knights of the Eastfold. The reason for this was because they're practically a duplicate of the regular Rohirrim. I really wanted to give Rohan some diversity when it comes to cavalry, but don't see many options. They're basically a horse based faction, with spam of Rohirrim Cavalry and Rohirrim Horse Archers

Harad lost the Desert Spearmen, Serpent Guard, Half-Trolls and their leader. The spearmen went because they're a fodder duplicate of Rhûn's spearmen, and I don't really like spam fodder units. Serpent Guard went because of Harad's excessive Elite units. Either the Serpent Raiders went, or the Serpent Guard. I think they should have an elite Cavalry given their vast land area



Gondor... heh, where to start? There's been a giant change here. First of, the Swordsmen have been replaced by the Men of Anfalas, which have basically replaced them. The Men of Lossarnach and Men-at-Arms of Dol Amroth have been completely removed, due to their "I'm a duplicate with an axe, and here's my duplicate friend with a two-handed sword" attitude, and last there's been a change with the two Guard units. They Fountain Guard have been removed completely, reason which I'll present to you in a quote:
True to the story of the mod, Minas Tirith burned all around them. So they are completely removed, and the only possibility for them in-game are through King Eldaravir's summon power, which in I haven't decided yet, and if it ever get's to it (likelyhood = 1%) a campaign. The Citadel Guards have also changed from the Bow\Sword toggle unit, to basically replace the Fountain Guard role.would have remained at their posts even if Minas Tirith burned all around them
This lowers the Elite units of Gondor from 4 to 2. I no longer see the Ranger as en Elite unit, but rather very good archers with stealth abilities. If you can use them good, set up ambushes and the likes, they'll feel like an Elite, but I mostly use Attack Move so I can't

As a last note, I'm considering if I want to replace the Archers of Minas Anor with Archers of the Blackroot\Morthond Vale or whatever. That would only be a visual change however


Also, the Men of Lossarnach and Men-at-Arms of Dol Amroth may appear if I decide to swap Refugees of Rhovanion with Summon the Fiefdom or something.. Since Rohan's already got the Rhovanion one

Okay, so to sum it up. I hope some are dissapointed to see some units go, 'cause if not they wouldn't really have been wanted in the first place

And here are some new screens of an updated and\or changed Man of Anfalas and Citadel Guard. Yes, that is a Heavy Armor skin I've made for the men of Anfalas



Last but not least, I've got some in-game screenshots with working Housecolor. These screens are examples of one of the units in the game that works, because far from all do






And also a "close up" of a improved Royal Guards. What can I say, Kwen inspired me to fix the helmet at least


Again, please VOTE on my poll about having Housecolour on or not. It's alot of work, and I don't want to do it if nobody wants it. Thanks, and that's all for this time!
Edited by Lauri, 08 August 2010 - 10:54 PM.