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NumenoreanTalion
NumenoreanTalion - - 1,331 comments

Will release?

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sebi.costa
sebi.costa - - 194 comments

Looks great
Any release date ?

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Rob_13
Rob_13 - - 220 comments

Regarding the factions, you could take the bases of the unfinished RJ mod which had a great variety of factions and subfactions, as far as I remember the roster was formed like this:

Faction 1: Elves, subfactions: Rivendell, Mirkwood and Lothlorien
Faction 2: Rohan. (NO SUBFACTIONS)
Faction 3: Gondor. (NO SUBFACTIONS)
Faction 4: Arnor. (NO SUBFACTIONS)
Faction 5: Dwarves. (NO SUBFACTIONS)
Faction 6: Mordor. (NO SUBFACTIONS)
Faction 7: Isengard. (NO SUBFACTIONS)
Faction 8: Evil Men, subfactions: Rhun and Harad
Faction 9: Witch Realm of Angmar. (NO SUBFACTIONS)
Faction 10: Misty Mountains. (NO SUBFACTIONS)

My suggestions:

1. You could merge Gondor and Arnor into one faction, "Numenorean Kingdoms" for example, so the playable subfactions would be Gondor and Arnor, you could also add a third subfaction which could be the "Dunedain Rangers".
2. Add variety to the Dwarves with 3 subfactions: Erebor, Ered Luin and The Iron Hills.
3. Make the Witch Realm of Angmar more canon friendly (not the invented crap that EA added to the game years ago)
4. Split Evil Men in two independent factions: Rhun and Harad.
5. New faction suggestions: Dale, Umbar (but with Black Numenorean based roster), Dol Guldur and the Dunlendings.

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sebi.costa
sebi.costa - - 194 comments

"2. Add variety to the Dwarves with 3 subfactions: Erebor, Ered Luin and The Iron Hills." Way too much of a copy of what Edain did

"5. New faction suggestions: Dale, Umbar (but with Black Numenorean based roster), Dol Guldur and the Dunlendings."" you could also add a third subfaction which could be the "Dunedain Rangers"." too much work for obscure factions with very limited possible units and heroes

Dude pls try to stay realistic when giving suggestions. This mod is already very ambitious, dont make it impossible to realize. The final product has to be playable and fun, not cram in as much random stuff as possible and ending up with a unplayable, unbalanced mess. (I am not the mod creator, but have made mods before and know how challenging it is)

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Argeomer
Argeomer - - 5,578 comments

Looks really intereting! im tracking!

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Rob_13
Rob_13 - - 220 comments

x2

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Guest
Guest - - 688,627 comments

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officialNecro
officialNecro - - 1,383 comments

The summary piqued my interest. Looking forward to see what it brings to the table.

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Gotyam
Gotyam - - 325 comments

From what I read it does seem rather interesting. Having free-build to set up your base and creative ways to defend there, whilst also having plots that are placed around, most likely at strategic positions on the map (similar to the capture-points of BFME 2 with inns and outposts, but more unique to the faction and more variety/choice)
I am also intrigues by the artifact system mentioned, as being given power-ups does sound interesting. Based on the fact it is replacing the ringhero mechanic, I would assume that these power-ups either are permanent, or you maybe bind it to a building (most likely fortress, but could be cool for you to be forced to choose). From the top of my head I would thing (if my guess about how it's used it correct) the power-ups would be in form of increased production speed, lower costs, greater armour and/or repair speed, producing units pre-upgraded (maybe 1 for banners, 1 for armour etc.). Honestly just tossed my thoughts out here, but I will make sure to follow this mod's progression as long as it has any. The screenshots don't show nor say much, but they look cool regardless :)

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ШарикOff
ШарикOff - - 40 comments

The best mod of all that I know, I pin great hopes on him, I hope he will get to his full version and will shine with a diamond on ModDB, success to you, good luck and patience my friends

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