The Great Gate of Minas Anor lay broken
Posted November 9, 2012. By Lauri
I don't have a particular big update today, but here goes.
Veterans of Minas Anor
When the Great Gate of Minas Anor lay broken before the Host of Khôragan and the lower levels of the city burned, King Eldaravir realized the futility of further defending his City, and ordered the Captains to gather the remaining citizens and defenders of Minas Anor so that they could collectively escape across the passes of Mount Mindolluin towards the vales of Lossarnach and into Lebennin. Now, these Veterans of Minas Anor make their stand on the west bank of the Celos river, refusing to allow the land of Lebennin to fall like Minas Anor did.
They are the basic spearmen unit of Gondor. You can find other pretty nice descriptions of units by Matias here.
"The shite's blue!" you say? Well yes. I've overhauled Gondor so that pretty much all units now apply for Housecolour. And the great thing about it is that all of them look great in many variations! Even pink!
And for all, behold the beauty of Matias' awesome Rhûn buildings; In-game!
Hope you enjoyed some in-game screenshots for a change!
That's it, take care!
11 Comments |
Knights of a golden ship and a silver swan
Posted August 7, 2012. By Lauri
Now it's over a year since the last update, and it's been over 5 years since I started on this mod(!).
What have I got today? Remakes... Yes, damn the self criticism.. I wanted to improve those who bears the token of a golden ship and a silver swan..
Eranoth, the Prince of Dol Amroth, has been redone. He wears a cape, a sword and no helmet to distinguish himself from his knights.
And of course his Knights of Dol Amroth has been redone to fit. No, they don't come dismounted. They have been assigned to the be only cavalry unit that Gondor has, as I have been doing some pre-balance work, trying to settle the factions with a decent amount of unit types that resemble their overall theme. This means that Gondor will have infantry as their main focus again, while Rohan will be more cavalry oriented and less about infantry than they are now. Same applies for Harad and Rhun and their themes. If you visit the site, you'll see an outdated category of how it used to be.
That is all, if there's anything you wonder let me know!
Keep your eye on the horizon, I've heard reports of Haradrim gathering an army in the South...
13 Comments |
The Update after Christmas
Posted December 26, 2010. By Lauri
Hey all, and a late Meriadoc Brandybuck to you all!
I hope you all enjoyed the last few days and spent them with loved ones, and not on a 11-hour flight like one of my brothers Today I've got a small update for you.
As some of you might already know, I've recently been involved in a new project, The Peloponnesian Wars. That mod is for BFME2, and I enjoy working on that.
That does not mean however, that I have left T4A for the kath hounds, by no means!
Today I've been working, or rather, re-working on Morgon, the Captain of the Citadel Guards. The reason for this is simple: I am getting rid of the Captain unit for the various factions. They have no purpose in the mod in reality, even though they are Captains. I just don't think they fit as a single unit in the fighting. They are not that strong or unique, and I believe that heroes will be enough to keep the armies going. Because I liked the concept of the Gondor Captains however, I decided to add more of them into Morgon, who himself is a Captain.
As you'll notice, he has a Sword-n-Shield\Bow toggle, something that I've wanted since I saw the animations cahik made for Einar, the fictional captain of Esgaroth (or Dale?) in RA back in the days.
That was all I had planned for today, when I remembered about a certain Archery Range I had made not too long ago. I was certain I had showed it before, but seeing through the forums and ModDB I didn't find it. So here it is;
I was actually quite pleased with that, and hope you'll be too. The reason I like it so much is probably because it reminds me of the Mediterrean\Arab culture's Archery Range in AoE2, one of my favorite games of all time! I'll leave it to you to figure out yourselves what models are tied to which rank
That's all for this time, you'll have to wait 'till next your for another update!
6 Comments |
Small haradrim update
Posted August 1, 2010. By Lauri
Okay, so I've got a small update for you.
The Cavalry Raiders are "done" in the regard that they're bound to a skeleton and work in-game.
I've yet to add diversity to any of the Haradrim units, and for now they will all be the same.
Reason for this is that I'd rather have a Harad faction mostly up and running, than to waste my
motivation on trying to make good looking haradrim skins, which I simply can't!
Second units is the Hasharii.. They've been in the mod's asset for a long time, as Matias created them
a long time ago. I even remember that he wanted to redo them 'cause he meant they were so
outdated and ugly. Using the same reason as above, they'll do fine.
I've also checked and see abit on the tech tree for the different faction and came to the conclusion:
Balace isn't there. Simple as that. Gondor and Harad has 4 elite or semi-elite units, while Rohan
and Rhûn has the more appropriate amount of 1. There's also other weird stuff, like having
5 different melee infantry for Gondor.. I mean, how many do they really need? Not 5..
I'm only satisfied with Rohan's at the moment, so the other factions will change, Rhûn being
the only possible exception to that rule.
Also I'm having troubles with the spells that allows the forces of Kingdom of Rohan and Gondor
to be buildt. Basically, you don't need to purchase the spell to be able to build them, making the
spell useless. I might look more into the spells and redo them, but since most are basic units,
they come to late in the game.. So anyone who want's to suggest new spells for Rohan and Gondor,
go ahead! I'd love to hear 'em!
So stay tuned for the next update, when I'll hopefully have some more renders and screenshots
for you, but also an updated tech tree..
6 Comments |
Posted July 23, 2010. By Lauri
With this news post I am now officially back on track with the mod. It's been over a year since last time I touched it, if I remember correct. I don't know if I'll be able to complete the mod before I again lose the motivation to get it done, but I do know that I will release another BETA with a finished Rohan faction, before I eventually stop. You can count on that.
Currently I don't feel like stopping though, and I've now finally gotten around to make stuff!
Some of you may already have noticed this before, but here goes again:
As you can tell, this is the Rohan Royal Guards, with their captain Éoelm. During my last year I seemed to have lost alot of my web-templates, meaning the templates I used for the renders and stuff like that, so I've taken a new approach, which I find better, and you'll also be able to spot what's new and what's old.
I've also got an animation for the Royal Guards, which is what some of you might've seen before:
Lastly, in-game screenshots:
There's a couple of more screens here, check below the T4A Reborn mark. Bear in mind that from now on I won't add fancy markers for seperate dates, instead I'll just pile them up below the T4A Reborn marker, of course with a space so you can more easily see what's old and what's new.
So, in case you want to visit the site, please check out Rohan's section now, as there's a nice little detail there that wasn't there last time you checked. What's that, you ask? Well, if my calculations are correct, which they are, there's only one picture missing on there. Yeah, Rohan's only missing one hero and it's done! That doesn't mean there'll be another BETA out when he's done, as I'd like to get as much of Harad done as possible before that time comes..
That's all for this time, do stay tuned!
5 Comments |