In Brief:

DCI: Last Alliance is the independent sequel to Dúnedain Counter Invasions: Tôl Acharn and is a Third Age: Total War submod.
Take the role as Gil-galad, last High-king of the Noldor, or Elendil, High-king of the Númenóreans in exile, as they rally Elves and honourable Men into the League which is called the Last Alliance.
The counter-invasion Tôl Acharn, 'Vengeance Comes', allow you to move mighty hosts against the Dark Lord.

Strenghten the cause of the League if you wish to, as the indomitable Durin IV of Khazad-dûm or as the brave riders of Rhovanion (using DCI mechanic).

Unless you instead fulfill the will of Sauron? Unleash the hunger of Orcs and wolves, be the warlord over the Easterlings, command the savage natives of Eriador to recapture their homelands or reign as a Black Númenórean lord at the head of the grim Haradrim, in the Invasion of the West.

Will the Men of the Mountain be loyal to the Númenóreans or become the Oathbreakers? The choice is yours.

Recruiting:

For a longer commitment we are looking for a modder to handle our ancillaries and traits, still an untouched area in DCI:LA. If interested, please send me a PM with a description of your experience, preferably with links to earlier works, some short presentation of yourself and why you're interested, knowledge of Tolkien's works is a plus; might sound mighty serious but just to get to know you :)

Links:

Official thread, at Total War Center: Twcenter.net
French fan thread, at MundusBellicus: Mundusbellicus.fr


Tôl Acharn and DCI mechanics in short

The "Tôl Acharn" is a 'counter invasion', the M2 Jihad-feature renamed; just as TATW have "Invasion" for the evil factions, which in turn is the Crusade-feature renamed .
Factions with the culture 'Hosts of the West' [religion islam] can join the Tôl Acharns at will. The uniqe DCI mechanics allow factions of other cultures [religions] to temporary join the Tôl Acharn, if allied to the calling faction of the 'counter invasion'.


Features:

  • Third Age campaign map adapted to Last Alliance era - Preview
  • New provinces and settlements, new ownerships
  • New UI (interface, menu, loading screens)
  • New factions
  • New models & units
  • New buildings
  • New scripts (exemple: Tôl Acharn script)
  • Palantirir: six truely useful palantirs, now without drawbacksExtensive AOR system and corruption-balancing for the Númenórean
  • Immortal Nazgûl
  • Ample lore credibility


Factions:

League members that can call and join the Tôl Acharn

  • Númenórean Kingdoms - (Arnor and Gondor united) Preview
  • Kingdom of Lindon - High Elves under Gil-galad Preview

League members that can join the Tôl Acharn (always; can call if player)

Non-League members (can join the Tôl Acharn if player)

  • Kingdom of Khazad-dûm - ancient Dwarven realm Preview
  • Rhovanion - the Northmen riders Preview

Sauron's followers (can call Invasions)

  • Hillmen of the North - Barbarians and sorcerers
  • Orcs of the Misty Mountains - the Goblins rally Preview
  • Wildmen of Enedwaith - light but cunning savages
  • Mordor - realm of Sauron Sneak peak
  • Rhûn Confederacy - the East is moving Sneak peak
  • Harad - southrons under Black Númenórean lordship

Invasion or Tôl Acharn depending on player choice (Oathbreaker or Oathkeeper)

  • Men of the Mountains - Fierce fighters with a burdensome past
Image RSS Feed Latest Screens
DCI DCI DCI
Blog RSS Feed Report abuse Latest News: Preview Faction Symbols

2 comments by Ngugi on Oct 29th, 2014

Withwnar present you

Faction symbols


The above are actual in-game images, captured via screenshots.


Rhûn subfaction symbols are used on some buildings within the Rhûn faction. These are not separate factions in the mod.

Symbols are implemented and/or crafted by Withwnar.

Strat map banner symbols

[Note: The models for these generals have not been done yet. This is only a demo of faction colours and banner symbols.]

Credits:
Thanks to Sampsa Rydman for permission to use some of his symbols: Wiki.lindefirion.net

Thanks to Antonidas for permission to use the horse symbol for Rhovanion: Theveiledstars.thewolfstar.co.uk

Thanks to TATW, of course

Media RSS Feed Latest Video
Post comment Comments  (0 - 10 of 94)
DieWalküre
DieWalküre 1hour 25mins ago says:

Though I have to admit that the Second Age is not my favourite age and that I prefer more the First and the Second one, this Mod interests me very much :)

It looks that you put in it so much effort, thank you Ngugi to made me discover it :)

P.S. And what about this? Moddb.com
No words XD

+1 vote     reply to comment
Barseil_Pellaeon
Barseil_Pellaeon 7hours 19mins ago says:

Hello Ngugi ! First thing I want to say : I've only recently discovered this mod, and I hate myself for not looking into it earlier, it looks amazing even though it isn't out yet ^^

Second, I've been through some kind of epiphany today, an idea that I think you could implement in DCI LA : I've been thinking about the mechanism you used on the Men of the Mountain to give them the ability to choose their allegiance, and I've been wondering if the same could be used on the Numenorean realms as an alternative faction.

Before anyone throws rotten eggs on me, let me explain please ^^

I envisioned the idea that the player could start the game as the Realm of Numenor just a short time before the Akallabêth, the Sundering of Numenor. In that scenario, of course a Numenorean player wouldn't be able to play on the island of Numenor itself, but on its dominions on Middle-Earth, from Lond Daer and Tharbad and Amon Sûl to Pelargir and Umbar.

+1 vote     reply to comment
Barseil_Pellaeon
Barseil_Pellaeon 7hours 17mins ago replied:

And my idea would have been, at some point in the campaign, to let the player choose between the Faithful and the King's men, and remain allied with the Elves or turn to the Shadow (if I remember correctly, Numenoreans became slavers long before Ar-Pharazôn took Sauron to Numenor, and I'm nearly sure that Ar-Gimilzôr, Pharazôn's grandfather, banished the Sindarin tongue and imposed Adûnaic, neglected the White Tree and was even preparing for war against the Eldar). So it could be like, a Numenorean campaign starting just before Tar-Palantir's death, and the player chooses between keeping the ways of the Elendili with her daughter Tar-Miriel, or going down the path of the usurper Ar-Pharazôn.

And when a script unleashes the Akallabêth, like 40 turns after that, depending on his choice the player is left with the provinces that are affiliated with the chosen culture (Umbar, Erelond, Ciryatanast, Roebar and maybe some of Near Harad for the King's Men, and the Gondorian and Arnorian provinces for the Elendili -- provided the player still had them under his sway, obviously). And at this moment the "Numenor" faction you've been playing "transforms" into the Numenorean Realms-In-Exile, or into Harad, or Umbar, and the "opposite" faction pops up at this moment, like some emergent enemy faction.

I know this would be ridiculously difficult (okay, that would actually be impossible) to implement, due to the difficulty of creating such a complicated script and maybe even a whole new faction emerging at the middle of a campaign (if you go along the whole King's Men / Black Numenorean / Umbar faction thing) but the idea seemed so genius to me (I do have a very humble opinion of myself) that I wanted to share it with you, and know your opinion on the matter.

Even if your answer is negative, I'd like to congratulate you for your work ! Keep going like that :D

+1 vote     reply to comment
Ngugi Creator
Ngugi 6hours 24mins ago replied:

Hello B_P
Glad you find DCI: Last Alliance an appealing project :)

No egg throwing here, no haha
You're right about lore that the Númenóreans fell under the shadow long before Sauron was ever involved, actually over many centuries the island's population fell from grace before Akallabeth; while in some parts of Middle-earth settlers of the King's Men (whether named so then or not) already during the second millennia probably became worshippers of Sauron (Númenor sunk in the 34th century).
To find a good point in time for the idea you propose would however be tricky, because the settlers from Númenor settled from the beginning according to their alignment, with good Elffriends in the northwest and the others in South and East.

From a technical POV it would be very hardto create it, especially in a manner that is logical to what the player might do during a campaign (players are always a random element, bless them, haha) but potentially possible, though I do not think completely, no.
It is not a task we will attempt I can tell you, but as idea in itself I admit it do sound intriguing; perhaps some script wizard attempt a submod some day, who knows? :)

Cheers

+1 vote   reply to comment
Barseil_Pellaeon
Barseil_Pellaeon 2hours 15mins ago replied:

Yes, I remember now that the Numenoreans settled in North or South depending on their alignment. That is quite a setback for my crazy concept - although some few parts of the lore might be sacrificed for the sake of innovative gameplay tweaks *insert maniacal laugh here*

Extremely hard indeed it would be to create, I did not really intent to ask out something to implement, my intention was more like, "hi there, here are some brain-candies for you to process !"

Anyway, thank you for such a comprehensive reception ! I have a dream that one day sons of modders and sons of game producers will make my idea a reality (imagine the goddamn possibilities ... ) \o/

Thanks again sir ! Na lû e-govaned vîn

+1 vote     reply to comment
Guest
Guest Mar 2 2015, 4:16pm says:

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Ngugi Creator
Ngugi Mar 2 2015, 4:28pm replied:

You can't download, we have no released anyhtingh yet ;)

+1 vote   reply to comment
Guest
Guest Feb 3 2015, 1:42pm says:

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Ngugi Creator
Ngugi Feb 4 2015, 9:15pm replied:

Progress is very good, thank you. Hope you shall enjoy it when we release :)

+2 votes   reply to comment
Dutch_Gamer
Dutch_Gamer Jan 26 2015, 9:35am says:

so how are things going with the closed beta?

+1 vote     reply to comment
Ngugi Creator
Ngugi Jan 26 2015, 11:29am replied:

Our extensive pre-beta testing is going very well, crucial errors been at an impressive minimum, almost absent, while tweaks have been listed and checked off to improve many aspects.
The balance proved to hold, gladly, as we reworked the entire rosters and unit stats system, and thus economy etc.
All in all the good results meant that we actually have in mind to scrap an open beta altogether, and go for a full release 2015 directly.
Close at hand is a Hill-men of the North preview (crafted by Earl of Memory), and after that will come either Captains & Generals for all factions, or Lórien, both WIP by our modellers Cururfin and Earl'.

+2 votes   reply to comment
Dutch_Gamer
Dutch_Gamer Feb 13 2015, 10:23am replied:

Thanks for answering

+1 vote     reply to comment
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