11 unique factions full of new heroes, spells, and abilities. Hundreds of new maps. A brand-new campaign. A thoroughly reworked and expanded War of the Ring mode - and much more!
Why not making a mechanic similar to the dwarves in edain ? Like being able to choose for a "colonial" path, oriented towards the dunedain influence among the haradwaith tribes, or an "autochtone" path, more centered around haradrims and semi trolls ?
Because you actually give us a strong dark dunedain flavour from the models you showed us, and having access to these troops but also having no walls.. it is not very logic.
You did more than fine with the rest of the mod and you actually respect the lore (for once, I really appreciate it from a mod), but I'm a bit confused on this wall thing/ black dunedain/haradwaith mix.
What's not very logic about Black Númenóreans but no walls? I don't see the connection here. The Black Númenórean units are recruited from their own structure, which is a heavily fortified tower. They don't come from tents. Haradwaith does not have walls because it's designed to be an extremely mobile faction that can move structure-like units around and summon forth bases on the fly. Walls don't fit in this concept.
Having the player choose a 'path' defeats the purpose of our Haradwaith plan, which is to present a diverse confederation of peoples from all over the vast South-lands of Middle-earth, different from one another but united in allegiance (some moreso than others) to Sauron. We are telling a story of subjugation and corruption in this faction, presented in its spells, fortress upgrades, heroes and their quotes, etc.
We've shown you Black Númenóreans, but we've also shown several tribal units (and more are planned, just not yet modeled). The Black Númenóreans are some (but not all) of the elite units available to the faction - the basic units (which you will use the most) are Tribal Haradrim, Warriors of the Mahûd, and Men from Harondor, none of which have any Black Númenórean ancestry. Of course, the claim that the actual Black Númenórean units do is quite contested: they might just be self-aggrandizing Men from Umbar. Who knows.
We're not interested in doing that. Haradwaith's gameplay is focused on mobility via its Caravan units and summonable structures - walls contradicts that choice as it promotes turtling.
Will the Harondor warlord be able to summon Tribal cavalry at an increased price? Just to complete the versatility (rock, paper, scissors system) aspect (if they came across archers etc).
That's fair, doesn't that mean the Harondor warlord is kinda stuffed if it comes across a decent archer unit and it can't summon Harondor raiders or any other cavalry.
really nice tower, gj team.
Easterling will be added to Haradwaith faction too to recruit from buildings or somewhere else? thank you.
Will there be walls for Haradwaith faction too? thank you.
No to both.
Why not making a mechanic similar to the dwarves in edain ? Like being able to choose for a "colonial" path, oriented towards the dunedain influence among the haradwaith tribes, or an "autochtone" path, more centered around haradrims and semi trolls ?
Because you actually give us a strong dark dunedain flavour from the models you showed us, and having access to these troops but also having no walls.. it is not very logic.
You did more than fine with the rest of the mod and you actually respect the lore (for once, I really appreciate it from a mod), but I'm a bit confused on this wall thing/ black dunedain/haradwaith mix.
What's not very logic about Black Númenóreans but no walls? I don't see the connection here. The Black Númenórean units are recruited from their own structure, which is a heavily fortified tower. They don't come from tents. Haradwaith does not have walls because it's designed to be an extremely mobile faction that can move structure-like units around and summon forth bases on the fly. Walls don't fit in this concept.
Having the player choose a 'path' defeats the purpose of our Haradwaith plan, which is to present a diverse confederation of peoples from all over the vast South-lands of Middle-earth, different from one another but united in allegiance (some moreso than others) to Sauron. We are telling a story of subjugation and corruption in this faction, presented in its spells, fortress upgrades, heroes and their quotes, etc.
We've shown you Black Númenóreans, but we've also shown several tribal units (and more are planned, just not yet modeled). The Black Númenóreans are some (but not all) of the elite units available to the faction - the basic units (which you will use the most) are Tribal Haradrim, Warriors of the Mahûd, and Men from Harondor, none of which have any Black Númenórean ancestry. Of course, the claim that the actual Black Númenórean units do is quite contested: they might just be self-aggrandizing Men from Umbar. Who knows.
And the tribal Haradrim are quite nice to play with, Axemen, Javelineers, Archers and Spearmen, really love to use them in 7.1 with your Mûmakil.
We're not interested in doing that. Haradwaith's gameplay is focused on mobility via its Caravan units and summonable structures - walls contradicts that choice as it promotes turtling.
Cool tower, good job friends.
Will the Harondor warlord be able to summon Tribal cavalry at an increased price? Just to complete the versatility (rock, paper, scissors system) aspect (if they came across archers etc).
No, but Harondor Raiders will not be particularly difficult to access.
That's fair, doesn't that mean the Harondor warlord is kinda stuffed if it comes across a decent archer unit and it can't summon Harondor raiders or any other cavalry.
Possibly! But they're not designed to be good versus everything - the fact that they can summon things on the fly is already a great advantage.
excelent job
Nice! Taller than I expected it would be.
Epic win tower!