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  #51  
Old May 22nd, 2010, 10:04 PM
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Default Re: Rohan! version 1.01 (Hot Fix, balance changes)

New Version! See Original Post.
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  #52  
Old June 30th, 2010, 04:35 PM

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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

I'm checking these guys out for what I hope to be my first "start2finish" game. 15 turns in and love my Riders :-)
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  #53  
Old July 9th, 2010, 09:23 PM
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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

Good deal . Let me know how the game pans out. I've been real busy lately but I will try to check in here to see your progress!
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  #54  
Old July 25th, 2010, 01:44 PM
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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

I seem to recall there being a brief period of time when Rohorrim throne was usurped by Wulf of dunland.

You could possibly add more diversity to the nation by setting it during Wulf's reign, making Wulf your unique starting King, and adding Dunlending influences.

Also wasn't Dunharrow used as a refuge by Rohan? (memory fading), if so you've got contact with the oathbreakers (army of the dead) in dunharrow which would allow you to add death magic to the nation. Problem is that the oathbreakers bow only to the heir of isildor...isildor was both gondorian(not rohirrim) and I believe after the time of wulf.

well there's 2 ideas atleast, you may try Wulf's Rohan/Dunland route which since the dunlendings fought for Sauron may allow you to thematically use Rohirrim cavalry alongside mordor forces (pushing it a bit I think though)

or you could go the 'Ally of Gondor' route giving access to the army of the dead (who as it happens were of dunlending heritage), through maybe a hero or unique summon who could freespawn oathbreakers and had some access to death magic. And hell you could even add some gondorian infantry (without making em too good, keep cavalry as the focus but have gondorians for flavour).

I know both ideas are stretching it a bit as the focus is on Rohan, however I'm not sure how else you could balance out the limited magic whilst keeping somewhat thematic and staying true to the lotr representations of rohan.
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  #55  
Old July 26th, 2010, 09:26 PM
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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

Nikelaos,

TY for the ideas! Any further work I do to this mod will be adding a spell or two and a couple of more heroes.
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  #56  
Old July 27th, 2010, 05:53 AM
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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

np, it's my pleasure

I'm also planning on beggining work on a mod of my own soon, and morally I can't expect similar help without dishing out some first... go Karma!
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  #57  
Old August 5th, 2010, 10:40 AM

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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

I downloaded the mod today and it's really nice, especially the graphics.

I post some suggestions here, which come to my mind, mainly for thematic reasons.

I think the King should be mounted, he is not, atm.

The Rohirrim are mentioned to be tall and strong, so an extra HP and strength across the board are ok. They are, in fact, very similar themewise to EA Ulm, both inspired by norse people, I think.

The morale of the mounted troops is a bit meh across the board, topping at 13 for the scared. What is it that the standard bearer has 11 compared to 12 for the rider? They are to be brave and unbreakable, as you say!

Also, you give an additional +1/+2 attack but not defense? In my understanding Rohan riders are sort of medium cavalry in terms of armor but excellently skilled fighters on their horses. I'd take the knight unit as a base to orient myself statwise and armourwise in the early age ~12. I think 5 encumbrance is arguably high for a rider spending their whole life in the saddle on superior horses. They do not tire, go down to 3 (skirmishers) and 4 for the rest.

I am not sure if they should have sacreds at all. Rather than the royal guard I think a capital only shield maiden unit would fit. The royal guard is just like a rider with better armour and +1 across the board.

Religion is poorly developed, and I think more nature oriented, they are a rural people after all. A female shaman 1H1N0.1WDAS maybe? I have some trouble justifying the priestess or any lvl2 priest, except the king.

Interesting that you saw Rohan as a strict absolute monarchy, I doubt that they have the infrastructure and administration to support one. They are rather a tribal society, somewhere on the verge of a feudal system with a king and its council being important on nation-wide decisions but that the scattered half-nomad communities would be fairly independent in day to day matters.

I like your taking as making the king unique! There should be a way to promote a horseman to king, though, through a spell that can only be cast once there isn't any king left, like the prophet. I doubt that this is moddable though.

The capital gives only 4 gems, I guess it is intentional, although I do not understand why. Ok, this is not a magically rich setting in terms of spellcasters, mainly because magic is almost exclusively corrupted by Sauron, but the land itself is full of magic.

Some suggestions: The hornburg is a mountain refuge, built strong. So it could give 1E income. Also, a cap only castle builder could be argued, something like a helming leader, e1n1, with stronger castle defense. In peace he helps growing crops, constructs tools but his main job is to maintain the defenses.

You could add the hobbit (was it Meriadoc Took?) as a hero. A stealthy, sling throwing armoured hoburg champion with good MR, 2 more HP, slightly better stats (he drank the Ent stuff).

I would mod shadowfax as a riderless horse, there are other cases of intelligent animals in the game, like the boar for Marverni. Mapmove 4, 40AP, high defense, awe, domsummon horse, standard 15, decent MR, leader, sacred? Onebattlespell running, maybe. Reinvig 2, enc 2. Two misc slots, hoof attack only. Maybe a fear causing aura, attack, or spell?

One hero should have the horn, which should add a high standard and enable some panic/fear spell or effect. Not sure if this is moddable as a unique artifact, I'd rather add it as a hero who comes with the effects.

An interesting idea would be to add Wormtongue as a strong heretic (10?) hero adding misfortune but nice magic paths, like F2A2W2D2S2.

Foodstamp, please don't get me wrong this is just my taking on the Rohan theme, meant as constructive criticism, take from it what you like. I know that this is a completely different interpretation of the theme but I wanted to share my thoughts.
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  #58  
Old August 5th, 2010, 11:08 AM
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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

having a 10 heretic hero appear in the first few turns would be disasterous, especially if you hav a weak dominon. I think it's far too excessive and could be more of a curse than a blessing. perhaps 3 heretic like LA pythiums revelers, if wormtongue would be implemented.
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  #59  
Old August 5th, 2010, 12:04 PM

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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

Well, that's sort of the point about Wormtongue, isn't it? He IS a curse and somehow should be in the game.
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  #60  
Old August 5th, 2010, 05:05 PM
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Default Re: Rohan! version 1.02 (New Content, few bug fixes)

A curse that wipes out a nation if he appears in the first few turns is no fun, though.

Make him a high stealth spy who automatically causes unrest, perhaps?
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