
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 I even remember that he wanted to redo them 'cause he meant they were so outdated and ugly.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..
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