Hell yeah Lug **** azog
Fantastic! It's great to see more unique units that break the standard swordsman/pikeman/archer mold! Keep up the great work!
I figured as much, haha. Funny how SO much of EA's concept art for the giants had them wielding clubs, even the stuff in the campaigns. Not that it matters, though. These guys'll work just fine.
These look great! They definitely fit the Misty Mountain faction better than their weird speedo-wearing original design.
Question: In a lot of the original concept artwork, the giants were wielding clubs. Were any of those animations ever completed by EA and simply left hidden unused in the code, or did they never make it out of the concept phase? Obviously you wouldn't want them to be too similar to the trolls, but I always found it strange that such a tall creature would opt for punching downward rather than using a weapon. Even so, these are fantastic, and keep up the great work as usual!
I love this direction for these trolls! Will they come in a battalion like the old snow trolls, or will they be single units?
An awesome take on Rivendell! I love the sub-hero infantry units' special abilities. It looks like you're starting to lean further into asymmetrical faction design, which is something BfME2 has always needed to really shine. That's why the Dwarf release was so impressive to me, and it's awesome to see that you're continuing that trend. Best of luck with Mod of the Year! You have my vote.
These are awesome! What's the move speed like compared to Mumakil? I'd imagine them as being slower, with thicker armor and more health, kind of like mobile siege platforms.
Awesome. Keep up the fantastic work. :)
I think my overall favorite feature of Erebor is that every unit has a designated purpose. Adding units like Grim Hammers, Traders, and Vault wardens really diversify the roster and move beyond the somewhat stale formula of pike+sword+archer+cav+monster in a really interesting way. I think this same principle could be applied to some of the pre-existing factions, particularly Gondor and Mordor.
This is hands down the BEST interpretation of the Dwarves I've ever played in BFME! I LOVE the unit diversity! This mod is truly pushing BFME towards is potential. Keep up the amazing work!
The Dol Guldur faction plan is awesome! I'm so excited for this faction! Wonderful work.
I was a beta tester for SEE! Like...9 years ago! SEE was one of the most interesting, nuanced BfME2 mods of that era. It slowed everything down and made your troop choices a lot more of a commitment. Also, buildings were very very difficult to destroy so expansion was a lot safer.
Sorry for gushing. The floors were awesome but the bugged out all the time.
Not usually, no. Hopefully that'll be enough.
Fantastic updates! These are all wonderful additions.
I had a quick question on the AI: I know that editing the AI in BfME is kind of wonky, but how will it respond to these damage-over-time map hazards? Will it be able to tell when its units are dying and pull them to safety?
Thank you so much or your hard work, and for keeping this great RTS alive so many years later.
Looks awesome! Also would make a great hat
Fantastic! Those axes are great.
En.wikipedia.org(weapon)
The onager was kind of like a catapult that uses the mechanisms of a ballista, that being twisted rope to generate tension. The closest analog within BFME2 is the dwarves' fortress cannon, but only if you're sort of imagining how it ought to work, since the animations within the actual game leave a lot to be desired.
You're correct about the trebuchet. I guess slings were just more popular with them. Trebuchets were also more for getting up and over the walls, whereas Mangonels were designed to destroy the walls themselves. Interestingly enough, they were one of the last widely-used catapult designs before the advent of gunpowder.
I love this crap.
An onager is more like a ballista that shoots rocks instead of arrows. Trebuchets have slings, and catapults have scoops.
I love mangonels. If another faction gets an onager then we've got all the great siege weapons.
Slimy yet satisfying
Voted! This mod is a breath of fresh air to the BfME series. Keep up the great work!
These could potentially be an interesting counter to heavy cavalry play, which the goblins do need. I like them! I love seeing unique units for each faction.
Interesting. Since the structure is summoned, it seems like you won't be able to faze out uruk-hai completely from your armies, which is nice. I'm not really a big fan of one unit being a flat-out upgrade over another, and really like when every unit has a unique skillset.
These units are awesome! Great work!
One question: functionally, how do the Dunland units differ from Uruk-Hai? What would be the strategic ramifications of going with them over the standard fair of Uruks?
I really like all of these new units! Keep it up.
Brilliant. Great work AotR team! This spell list is varied and super unique. I really like everything on display here.
Wooow. That was...that was a decade ago. Holy crap.
I remember reading Nertea's texturing tutorials to learn how to reskin units with GIMP. RA did a ton with custom animations, particularly the dwarves. It all looked so incredible at the time.
I went by Garrison back then, but I was really more of a lurker. ;)
Nertea's work is legendary! I remember when Rhovanian got downsized and always wondered what happened to all those old models. It's fantastic to see them in use!
Lobstercaper
joined
Graphic designer, would-be indie developer, amateur voice actor, general conceptual psycopath.