Remarkable how polished this mod has become. Compare it to some AAA titles released by major developers and its better in almost every way, especially considering how old med 2 is. Honestly if it was legal you could put dac on the market as a standalone game and i'd pay £50 for it in a heartbeat. Such amazing work
Not £50. Maybe £15-20. But if they really put in the effort to make it a modern game with a lot of the underlying game fixes left in, like a modern-looking remake of Medieval 2, I’d buy it for £70 and would line up for the expansions.
Even though most games nowadays are fairly lackluster this game is basically a DLC and has been developing for basically 5 years. It's nowhere close in comparison, that being said the DAC team is doing a fantastic job. your comment is just downplaying all the work developers have been putting into modern games
@@Lobsterwithinternet Lot's of speculations going around all the time about a legit Total War: Lord of The Rings or something like that. But sadly doesn't look like anything like that is coming any time soon. But it haunts me when I realise how CA is with their DLCs and that most factions would be locked up or not there on release :/ Also I don't think you know how much work it would be to actually make what is DaC right now in to a modern Total War game, especially with the size of the team that is working on DaC right now.
One detail that wasn't mentioned that might confuse people is that the Arthedain Footmen, Cardolan Sentinels, and Cardolan Riders are not available until you Reforge Arnor or reunite the Kingdom even though they are tier 1 units.
I have been searching for this answer for a long time. I thought I had missed something, but thanks for the help. Guess I gotta go take back Minas Tirith from the filthy Orcs now.
Yeah,I don't think that was such a good choice. Reforming arnor is not a particularly early game event,the building in anuminnas is really expensive for the early game.
The peculiarity of East Osgiliath should be mentioned. Because of an engine limitation, Reunited Kingdom can only rebuild Deadman's Dike and W. Osgiliath to update their battle maps and campaign models (not sure if Tharbad and Ammanuminas get visual upgrades). To get rebuilt E. Osgiliath Gondor, Dol Amroth, or Ar-Adunaim must own it when Aragorn has stood in Pelennor Fields for 6 turns, and the script will instantly make it a huge city.
I don't think Tharbad gets a visual upgrade, because there isn't any bridge (destroyed or otherwise) on its normal map. I don't even think the battle map is unique.
@sebastianpfau1174 Tharbad really should get a unique strategy model and battle map, since it's one of the few large Arnorian settlements that we actually know about
My Gandalf general got a son named Bilbo Baggins in my dunedain campaign. I had something strange happening in my Dunedain campaign: Gandalf got adopted by a general adopted by Aragorn, he married and the firstborn got named Bilbo Baggins... is there a script about that? It sure is funny! 😂
@@johnphillips4708 I figured it is just an happy chance, in the dunedain name list there is Bilbo Baggins, so much so that I searched for it and changed it in just Bilbo. It seemed more accurate and wholesome that Gandalf should choose that name, in honor of his halfling dear friend. It was also useful since I formed the northern kingdom and got the real Bilbo as a general. To whom I gave the ring to be brought to Mount Doom! 😜
Will Whitfoot was elected as the mayor of Michel Delving at the Free Fair. He would be seized by the Ruffians led by Saruman (by then known as Sharkey) and Lotho Sackville-Baggins, and placed in the Lockholes (the Hobbits' prison, rarely used since Hobbits rarely committed crimes that required anything more than a small fine, like getting into fights while drunk). Will would be released after the Scouring of the Shire, though was considered unfit for the mayoralty for a time, and Frodo acted as deputy mayor. Later Will would be re-elected at the next Free Fair. Mind, the mayoralty was mostly an honorary position. Technically the mayor was the head of the watch, but since the Shire so rarely experienced much crime or war, the shirrifs were largely themselves an honorary position (they could wear a feather in their caps to identify them, which was a sign of pride, but little more beyond the rare arrests). The head of the equivalent of the Shire's military was the Thain (Paladin Took at the time, then his son Pippen when Paladin passed away), and that actually meant the Tooks and Brandybucks (who had been the hereditary thains prior to their cousins, the Tooks, before they left and founded Buckland) were the only clans of hobbits with actual military training during the War of the Ring, since they were awaiting the return of the king of Arnor, and expected to serve in his armies (and possibly did when King Elessar took power and formed the Reunited Kingdom, though the Shire was, under his rule, technically a kind of independent sub-state that just looked after themselves). The Baggins family were cousins of the Tooks and Brandybucks and also tended to have a little fighting experience in their earlier days (Bullroarer Took was a direct ancestor of Bilbo and Frodo Baggins).
This is just to put into text the differences of the two paths, as I have a play through for each path going right now. Arnor: Beacon of Hope, you must not be at war with the other human faction for the mechanic to work, you cannot be at war with Dunland, move a general into their lands, and recruit a near half stack of their units. Regular mercenary pool still applies when at war with another human faction though. Arnor is a bit weaker as far as roster goes in the sense of expansion. Dunedain units under Arnor path will only be available for recruitment in the original Arnor heartlands, no where else. If you want a more relaxed approach, Arnor is the pick for you. Try and knock out Angmar before turn 100, once Mordor pushes past Calenhad and Brethil, you've not got much time before they reach the Gwathlo river (Tharbad river). RK: Oh boy. So far all new generals, and then generic (non custom BG "special" generals") are all Dunedain BGs, no more heavy armour infantry Gondor BG. No more Beacon of Hope mercenaries, but if you are concerned with that, play Arnor. You get the best human roster with RK, hands down. ND units like Armsmen, Blademasters, and Cavalry are available to recruit everywhere you take now, so long as you have culture and infrastructure. No DA or Gondor units in the North except Territorial guardsmen. Steelbowmen are still available for RK path in all Numenorean settlements (Lond Daer, Tharbad, Dol Amroth etc.) You will struggle with RK at first, it seems like a lot to deal with, but it really is not. I highly recommend trying to get peace with AA and Harad. I gave Gobel Mirlond to AA for peace and money, now trading with them and they are happy with staying at Gobel Mirlond. I gave Amon Etraith to Harad, although the border gore is a little messy looking, small price to pay to secure peace in the south. This will make things easier, yes, but I've edited a lot of stuff in the files, and my Mordor is absolutely OP so I had to do it that way. For some reason your map color does not change. I remember testing this beta before actually sitting down to play in it recently, and the color DID change from green to a blueish-purple hue. I literally played through an entire other campaign for RK path because I did the quest out of order a bit the first time, Aragorn was in Pelennor longer than 6 turns, Oathbreakers hadn't been used 3x yet (siege East Osgiliath for like 6 turns to draw in more Mordor armies) and built House of Kings before Reuniting the Kingdom. I figured all those things caused a bug to not swap over to the different map color. Nope. It just doesn't happen anymore I guess. I have played ND 4 times now in v5, one for testing, 2 serious, and 1 was to see about the color thing. I hope this was helpful to someone. Have fun!
I'm actually playing as Arnor having taken that route and the BoH no longer seems to be working. For instance a) Allied to Anduin Vale but an attempt in one of its provinces displayed Valemen, Woodland Hunters and Boerning Axemen but their greyed out. This is the same whether in a province owned by the Valesmen or one of their provinces I now control. - They and Erebor were getting hammered by Gunderbad before I took them out and have kept a few provinces. b) Dunland - neutral with but in their core provinces - either still controlled by them or by Moria - who I am at war with - displays only Clan Axemen but again this is greyed out. Used to be that in v4.6 you could get numerous units including their very useful pike units. c) Did get some Bree units in the 1st turn or so but since Bree has been merged with the restored Arnor I assume that would no longer apply. I haven't so far got into other human provinces other than Dale where I did manage to get three units - the best of which were a Dale Billmen. [This was just before I managed to liberate Erebor. If it makes any different I installed v5 ~20th July last year and haven't changed anything since. In case this was a know issue that has been resolved by a later mod in which case I could upgrade, albeit that I would need to start a new campaign.
@@stephenpickering8063 I haven’t updated to the official release version of v.5 either, because of my on going campaigns and all the file editing I’ve done. It’s been a while since I was completely engrossed in those campaigns so I might just uninstall and have a fresh install. A lot could have changed sure. I did not go crazy with the Arnor campaign, RK was my favorite path of the two. I just recall being able to get 9 units out of Dunland (not different units but in total) at one point. I retook a Rohan settlement and was able to recruit a lot of their troops, same for RK, I think you get 5 total you can recruit but they are just the basic tier, and only horseman were the skirmisher cavalry.
@@naturalbornpatriot6369 OK thanks. :D That suggest there was a release after the 1st formal release of v5.0 which may have changed things. That sort of figure is what I remember from Dunlendings in v 4.6. Having gone nearly 100 turns into the game I will play on at least a little long since I've got a decent position for Arnor, although Mordor is of course ploughing through the south so could be difficult stopping them even if the BoH started working. Then probably seek to find out what is the newest version and try that.
To be honest the choice between the Reunited Kingdom and Arnor should be much closer. I mean I get the Reunited Kingdom is the route you should go, as that's the one Aragorn took in the books but it's so much stronger than the Arnor route that going for Arnor instead is such a massive handicap. I don't mind the fact that you have to choose between the 2 like many other factions, but I do think that both choices should be at least somewhat similar in strength. Dunedain's choice is the most lopsided of all factions. I mean you merge with not 1 but 2 factions(Gondor and Dol Amroth) and they're 2 of the strongest factions in the entire game. The amount of units you get from the Reunited Kingdom path is so much higher than from the Arnor path and they're stronger units to boot. So you get a lot more territory(and good territory at that) and way more troops which are of a better quality too. Basically the Arnor choice needs to be fleshed out a lot more to be somewhat competitive with the Reunited Kingdom route, perhaps lean more into Arnor's history with Elendil and Isildur(perhaps getting them as generals like many others in this mod that aren't the actual historical figures but just share a name with them) and some powerhouse northmen units inspired by the old Arnorian kingdom.
Only problem with that is sometimes you find yourself in a huge amount if debt due to their economies being in the negatives and it can eat your own income
I always prefer Anor simply because I hate the utter slog of fighting Mordor and the Men of the East. Practically all my favourite factions fight in Eriador
@@Jimbobiscuit That's perfectly fine, I was talking from a min-maxing or power gaming perspective that the Anor choice is simply significantly weaker than the Reunited Kingdom.
Really appreciate these version 5 overveiws. I think Northern dunidain is my favorive. the green silver and brown is a great look and I especially like how "Medium armored" a lot of the units are. Having nice shiny helmets with cloaks, mail, leather, and plate here and there. Its almost like its combining the old stately Arnor heavy armor with the lighter cloak and woodsmen look of the current scattered rangers to make a half armored force. I really like that call to both aspects of the dunidain and how it combines them together. The Ranger and the King. Has a nice jack of all gameplay to it while still playing around with what unit is best at dealing with what.
Why not option for both, Arnor AND after that, Reunited Kingdom? Also, this may give good tips to evil players too: If you are an evil faction in the north, capture Bree and hold on to it at all costs (or alternatively, have Aragorn killed by any means and any costs necessary) and at least you are safe from the danger of having to face Arnor in case you cannot immediately blitzkrieg Bree and/or Northern Dunedain for some reason. If you are an evil faction more to the south, taking and holding on to Minas Tirith is a sure way to avoid further political & strategic dangers.
I believe it had to do with the limitation of the game not allowing for multiple swaps. Galu had said something about this a long while ago so forgive me for not knowing exactly the issue with this idea.
@@bigbob6534 Only one swap allowed? Bummer. Several swaps would have been wonderful for the evolution that happens to all factions over time, especially Dunedain. I wonder if developers could make one swap for another faction too. As far as I remember, a certain faction was called Remnants of Angmar. How about taking the prefix "remnants of" away from Angmars name once it has been rebuilt far enough?
It would be cool to transform dunedain wardens to somekind of similar unit like gondor spearman in arnorian style, after reforming Arnor or Reunited Kingdom. 😊
The Grey Company dies very quickly even to snaga. They need more hit points if the cannot be staggered. I can't rely on them to stay alive for long otherwise
@@Augimund In my experince I can't have them in the front line for very long before taking too many loses, compared to my normal units which do fine for the most part. I haven't put them in a situation where they even could be overwhelmed. All good I just won't use him, it's just imersion breaking to have this elite group of men act like a glass cannons.
Anyone know what it is that makes a unit relentless? I checked the unit file but didn't see any unit attributes like that. Is it the attack time delay? Because I noticed the Grey Company has a 0 for that.
I would buff the lumbercamp's gold income as a way to make it worth it. Currently, it gives no eco boost compared to tier 1 - it stays the same at a flat +32 gold which is incredibly low. It also costs 2000 and takes 5 turns to build which is a lot; reducing those would be warranted. Right now the main benefit is it resets the cooldown on building woodland hunters (and correct me if I'm wrong). I believe right now you can train hunters, upgrade to lumbercamp, then build more hunters. And the lumbermen themselves aren't bad as long as you get someone else to tank as you said. Since recruitment is so slow in DAC, I find the ability to get more units out very helpful. So I like being able to recruit lumbermen for that reason. Plus they are cheap, have a lot of men, pack a punch, and only take 1 turn to recruit
I think Nazgul screech might be the strongest active ability, as the morale reduction they make is permanent, so with Isengard you can rout enemy armies almost with the ability only if you have multiple nazgul in the army.
36:00 From the little bit of testing I did, it looks like the Sons of Numenor can beat the Beleriand Honor Guard (aka the Ered Luin Super Uber Elite Pikeman), quite decisively at that. I think it is because of the armor-piercing. From what I can tell the Sons of Numenor are the only pike-unit that is good against armor, which makes them very powerfull. The one melee-infantry I have found that can beat these guys, are the Eregion Smiths, although I didn't test a lot of units.
I hate having to choose between Arnor and Reunited Kingdom. I would like the option for BOTH of them. Or then....perhaps this nasty dilemma can be made a bit easier. Am I right if I assume Arnor has been meant by devs for the short campaign and RK for the long campaign?
I would argue that any campaign can be short if you play your cards right and get the One ring. However, conventionally destroying your enemies, Arnor is the longer campaign. By the time I took out Angmar, and got most of those regions culture change going, Mordor has already taken half of Gondor and Rohan. I only just got together my first couple of full Dunedain armies fully upgraded as Arnor, down into Enedwaith and Dunland(they were destroying each other and I swooped in all opportune like and took them both out. Even if I had the ring at this point, it is going to be a complete slog grind fest through the dozens of full stack Mordor armies West of the Anduin. Sure, I changed a lot in the files, Mordor starting purse is 70k with 5k kings purse, just to really get them spamming armies. All in all, it just depends on you as a player. What is going to make you feel the most fulfilled in a ND play through? I have two at once going, Arnor and RK, one for the grind, one for the more direct approach
@@naturalbornpatriot6369 "Mordor has already taken half of Gondor and Rohan" Wow! Sounds like Arnor was probably the wiser choice in that playthrough if Gondor and Rohan could not hold their ground better than that. Because RK would not have been possible until you liberated Minas Tirith from Mordor.
It's actually longer and more challenging to reunite Arnor. You need to defeat Goblins, Dunland and Angmar on a three front war with a small economy and expensive units all whilst saving money to build a 25k expensive building that takes 10 turns to build. Things need to go perfectly for you and every soldier that dies in battle you feel severely. Wheras for Reunited Kingdom, all you need to do is hunker down in defense with the units you have at Ost Sul and Fennas Drunin, which is easy, and rush through the Aragorn quest to get him to Gondor. Gondor will still have Minas Tirith by turn 50ish in my experience so you have plenty of time. I recently failed an Arnor quest campaign in turn 50ish. It's extremely difficult and challenging to try and fight in Eriador. BUT I think I've discovered a new tactic that I'm going to try out and see how that goes for me.
I think the Dunedain Bodyguard should at least have their ammo count buffed to compensate for their small size and relative weakness compared to other bodyguard units.
@@alpharius7009agreed. Increased ammo count only offers so much, and if you run out of ammo then you're still stuck with a rather small unit. On the other hand, increased size allows for more options once ammo is gone.
It would make sense if the lumber camp would give you a small income or trade bonus. since you are literally financing the lumber industry. Just so happens they are a militia as well. So the lumbermen act as a bonus to an essentially income increasing building.
I have a big issue with the N Dunedain,the units are way to hard to recruit for their stats,they are a bit better than dorwinion or Gondor but they are twice as rare,thats insane to me. Yeah they have great morale and the best stamina but that's almost irrelevant at the highest difficulty where if the general is not dead no one is routing.
From what I remember Galu saying the reason behind it was to give the faction a more realistic feel. The Dunedain in the TA are supposed to be a shadow of their power and so few in numbers they can’t form a kingdom from their remaining population. That’s why the recruitment is slow
Regarding Lumbermen I'm surprised the building line isn't the other way around. The Woodland Hunters are clearly the stronger unit yet the Hunting Camp is Level 1 and Lumber Camp is Level 2. The big buff to Blademasters relative to the Armsmen is a surprise. With almost double Attack and equal Defense the equal cost and availability Armsmen seem... redundant now. They should probably just be cut.
Armsmen still have shields granting them better missile defense. Additionally, the two handed animation is slower than the armsmen, and the armsmen have the advantage of shield wall.
What happens if Gondor or Dol Amroth are eliminated by the time you get south? I'm playing them at the moment and although I chose the RK option for now I'm focusing on the North.
Iirc for the BOH recruitment it depended on whether the human faction was good or evil. Good factions like Bree, Vale, Dale you had to be allies with. Neutral humans like Edenwaith and Dunland it didnt matter, and evil ones like Rhun, Angmar, etc you have to destroy the faction before using BOH with them. I believe thats how Galu laided it out but it could have changed.
Either Cardolan Riders or Sworn Horseman could be changed into a melee unit dedicated to fighting against cavalry, equip them with shields and swords/axes/maces.
I'm going to echo some other thoughts here and say: the choice is needlessly restrictive much like the Silvan union and the Dorwinion choice. And it makes a bit less sense overall even from a lore perspective. Let us forge Arnor and then progress to Reunite the Kingdoms. It's the Reunited Kingdoms. Plural. Of Arnor and Gondor, the two ancient Numenorean kingdoms. Yet here Arnor is not reborn, a bunch of rangers just take over Gondor and Dol Amroth. Besides needless border gore, it also fails to deliver the fantasy of the reunited kingdoms since you don't get to unite Arnor and Gondor. As for the lore argument: I would quote Denethor here: "I will not bow down to some ranger from the North". Yet in this it is exactly what he does. How about he bows down to the rightful Numenorian heir and King of Arnor. I agree that if Aragorn dies the union should be off the table, but make Aragorn first become King of Arnor and prove his prowess and quality then hand over Gondor and Dol Amroth to him. As it stands, like the other such cases in the mod, it feels like missing out on units and features, and the campaign feels like it does not progress as natural as it should. EDIT: and of course, give us the complete rosters of the factions we assimilate. I mean ... come on. That's the point of taking them in. Yeah, there would be a lot of redundancy. But so what? Roleplay and personal choice makes for a better overall experience, let me mix and match or let me make full Bree armies and send them south to support a full Dol Amroth army if I so choose.
I like your thinking instead of it being Gondor or Arnor they should make it a choice of which one do you go to first (i.e. Arnor then Gondor or Gondor then Arnor). I have my own ideas of how something could be implemented in this regard (like a Gondor/Dol Amroth refusal or the two of those factions unite as one with Swan Kings) but don't know if it would work or not. I have little knowledge of Med2 modding. As for the units, I do not know it it's actually possible in Divide and Conquer to do that. I know medieval 2 has a hardcoded unit limit of 500 units max and I know that DaC has reached that limit. What I'm not sure is how units are counted in medieval 2. For example, if say Gondor, Arnor and Dol Amroth can all recruit Territorial Guardsmen, I don't know if that counts as one unit entry or three which is why some rosters may seem restrictive.
oh and a personal note on picking between loose and a thin shield wall the thin shield wall wins but only if done right that is with a second line of pikemen just behind them or within the line so the pikes also act as apart of the shield wall and have your archers in the same drawn out lines behind them in guard mode as they will keep taking out the enemies behind the main front line troops and make holding the line alot easier as by the time the front lines meet the enemy is already on the verge of retreating and within a few mins of hitting your front they will break
i feel like having the ability to form arnor semi quick and having a small roster boost would be nice and you can focus on killing angmar and pushing out dunland linking up with gondor and forming reunited kingdom, you still have to do all the stuff to form RK but you essentially actually come back as a semi powerful leader and reunite then lands. Kind of goes small remnant tribe, resteablished kingdom, HIGH KING OF GONDOR AND ARNOR. the way it is dunedain playersbasically have to rush RK to actually do anything and it can make them overpowered if they know what they are doing.
I got to say, i really felt the removal of the spear militia. without it, its really hard to sustain a front line without it being really expensive or so snall its easily outflanked. also, i think you are letting down the lumbermen. northern D. doesnt have many cheap to medium teir anti armor troops. the Arthidain footmen are armor piercing but their attack is low and they are more defensive. so ive found lumbermen really important to deal with those high armor enemies.
@@roy6419 Yeah I think the requirement to destroy Angmar remains the same. Since I always rush Angmar and Moria in my Norhern Dunedain campaigns, that requirement wasn’t much of an issue for me.
It is relatively easy to change the script in order to form both Arnor and then the Reunited Kingdom. You just need to replace in line 8456 with . This way you'll have to restore Arnor before forming RK. I also changed in line 8317 to . This is just so I could answer yes, when asked to create RK and still form Arnor. There are like 4 diffrent script-versions and you have to choose the correct one, mainly based on wether or not you skip the Khaza Dum Expedition. If you do the line-numbers might vary a little bit.
@@Kebab-Defender I'm sorry, but I don't make videos. The main idea is the following: When you make the choice between RK and Arnor, the script sets the flags or respectively. This happens during the part of the script called Aragorn RPG. Then during the Northern Dunedain Reunited Kingdom/Arnor part of the script there are checks for and later . Normally only one of these flags can be set at the same time, so only one nation can be formed. I replaced the second of these checks with , which refers to the flag , which is set during the part of the script, which deals with forming Arnor. As I said before: It is important to change the right script. If you are uncertain which script is the correct on you can try switching it out with an empty file of the same name. (Save the real script somewhere else and move it back afterwards) If you replaced the right script you can start a new test-campaign and there won't be any auto-expansion. I hope this helps. If you have any concrete questions, I'll try to answer them.
@@sebastianpfau1174 thanks, do i need to start a new campaign for this or does it also work for an ongoing campaign when i did not yet made the choice?
I’m at turn 250 with the reunited kingdom and I noticed with the shields that gold was the highest for the dunedain armsmen, but I randomly had one with a blue shield and they look way more upgraded what am I doing wrong and why are they not upgrading to the blue shield armour?
Hello, is there a website that shows what type of armor a given unit will need? because I wanted to play Aragorn at Arnor and I don't know if I will have access to gold armor upgrades if I make this choice. And now I don't know how to quickly check whether typical Northern Dúnedain units need the "Numenorean Plate" for gold armor. I know it's a bit of a strange question, but these gold upgraded units look great
I guess I haven't done it with arnor but if you are bree and fight the barrow whites with a caption army you almost always get man of the hour, I always have the balance of power and still get it. Also it seems rangers come from metraith to stand next to them so I get to use rangers even more to get more generals
for my last ten playthroughs Ered Luin have taken the rings and joined the evil side no matter who i have been playing they even took one of my undefended havens when i was playing the elves as i had been forced to send its entire army to aid the other haven due to other enemies on my border that were being pains and always attacking the same haven every turn
Hello. In my playthrough, Bree was destroyed but not conquered. His family members were killed, so all Bree cities became rebel cities. Is there still a way to found Arnor after that? Thank you very much.
tnx bro you help me to finish that script when they say go to rhudaur uplands i didnt know its Cameth Brin and they should write that because a lot of people dont know that...
How do I form an alliance with Gondor and Dol Amroth? I don’t start allied to them and I have no diplomats nor buildings that can recruit them… any help would be appreciated
btw with Mengalen i never have seen increasing the population of Mengalen with the scriptet attacks of the barrow wights. (seems not working at least for me)
@@HappyCupsInc i cant even count any more how often i start a new campain ^^ but i have helpd myself i just editet in desc_buildings the population a littel bit^^.
the 9 attack is pretty standard for sword and shield late game units but the defense of only 20 is disappointing and makes the dunedain armsmen have no place in the roster. 24 would be apropriate, the same as uruk hai infantry that isengard can recruit for lower price. Or at least make it that you can recruit 2 of them per city.
Gosh this looks so awesome compared to last time i played some 8 years ago or so and even then it was good. Excited to download the mod and try it out! Quick question, does anyone know what unit gandalf has?
Well i wish I would’ve watched this sooner cuz I just realized I got to restart my entire campaign cuz Bree got destroyed so I can’t reforge Arnor, and Gondor got wiped early too 💀🤦♂️
Imma be honest, I really dont like how the Arnor region units are locked behind either Reforming arnor or forming the reunited kingdom, I think they should at minimum simply require the hall of kings, Not having them kind of ruins the mid game Dunedain roster and makes an absolute joke out of some of the units I'd otherwise enjoy using (Cardolan riders when I can get dunedain horseman at this point? ssssuuuurrrreee) I get the idea behind Dunedain no longer starting with them unlocked but locking them behind the scripts COMPLETION is also going too far the other way
At one point in time i was on the mods Discord, and for some reason I ventured to quit it for some reason. The regret is punishment enough. I have a Q to ask and will put it here to since other avenuesI have denied myself. there is this few animaton tweaks by a dude on the internet th-cam.com/video/UGgxIlKL9r4/w-d-xo.html Have the new mod heads done any thinker-ink with these options?
Visual changes are disappointing (with few exceptions: rangers, Cardolan, Tharbad and upgraded Grey Company) both in design and quality compared to older models. Didnt't the mod team make a comparison between old and new? Like Son of Numenor, look at that downgrade, how could that happen? If you get your hands on "new" model doesn't mean you have to implement it.
dont bother with this faction, its a bloody impossible campaign, you wont expend anywhere because your put on a constant defensive from turned 1 with all the stupid limitation and don't believed him aragon his units no better then any other general and can easily lose to a single or pair of units if not backed up
Remarkable how polished this mod has become. Compare it to some AAA titles released by major developers and its better in almost every way, especially considering how old med 2 is. Honestly if it was legal you could put dac on the market as a standalone game and i'd pay £50 for it in a heartbeat. Such amazing work
For their own game, they lack a lot of animations for units, another rebel system and a bunch of other things.
I wouldn't pay a thing for it.
Not £50. Maybe £15-20.
But if they really put in the effort to make it a modern game with a lot of the underlying game fixes left in, like a modern-looking remake of Medieval 2, I’d buy it for £70 and would line up for the expansions.
Even though most games nowadays are fairly lackluster this game is basically a DLC and has been developing for basically 5 years. It's nowhere close in comparison, that being said the DAC team is doing a fantastic job.
your comment is just downplaying all the work developers have been putting into modern games
@@Lobsterwithinternet Lot's of speculations going around all the time about a legit Total War: Lord of The Rings or something like that. But sadly doesn't look like anything like that is coming any time soon. But it haunts me when I realise how CA is with their DLCs and that most factions would be locked up or not there on release :/ Also I don't think you know how much work it would be to actually make what is DaC right now in to a modern Total War game, especially with the size of the team that is working on DaC right now.
One detail that wasn't mentioned that might confuse people is that the Arthedain Footmen, Cardolan Sentinels, and Cardolan Riders are not available until you Reforge Arnor or reunite the Kingdom even though they are tier 1 units.
I have been searching for this answer for a long time. I thought I had missed something, but thanks for the help. Guess I gotta go take back Minas Tirith from the filthy Orcs now.
Bro thank you
Yeah,I don't think that was such a good choice. Reforming arnor is not a particularly early game event,the building in anuminnas is really expensive for the early game.
@@JackLovesBbqWings Read my comment again my man. The answer is actually in there already.
@@JackLovesBbqWings🤡
The peculiarity of East Osgiliath should be mentioned. Because of an engine limitation, Reunited Kingdom can only rebuild Deadman's Dike and W. Osgiliath to update their battle maps and campaign models (not sure if Tharbad and Ammanuminas get visual upgrades). To get rebuilt E. Osgiliath Gondor, Dol Amroth, or Ar-Adunaim must own it when Aragorn has stood in Pelennor Fields for 6 turns, and the script will instantly make it a huge city.
What happens if I retake it as Aragorn in the reunited kingdom?
@@billybuckley684 If you haven't given it to the factions what previous comment said. E. Osgiliath will stay as a ruin.
I don't think Tharbad gets a visual upgrade, because there isn't any bridge (destroyed or otherwise) on its normal map. I don't even think the battle map is unique.
@sebastianpfau1174 Tharbad really should get a unique strategy model and battle map, since it's one of the few large Arnorian settlements that we actually know about
My Gandalf general got a son named Bilbo Baggins in my dunedain campaign.
I had something strange happening in my Dunedain campaign: Gandalf got adopted by a general adopted by Aragorn, he married and the firstborn got named Bilbo Baggins... is there a script about that? It sure is funny! 😂
Even better! Now, in that savefile, Gandalf' sons are all with the Maia trait, they are all with 5 hit points added and the same race as Gandalf!
In my current ND campaign, my second spy' name is Bilbo Baggins ... pretty lore accurate :))
"We need a burglar Mr. Baggins"
wow this happened to me like 4 years ago and I've never been able to see it happen again. wish I knew the trigger.
@@johnphillips4708 I figured it is just an happy chance, in the dunedain name list there is Bilbo Baggins, so much so that I searched for it and changed it in just Bilbo. It seemed more accurate and wholesome that Gandalf should choose that name, in honor of his halfling dear friend. It was also useful since I formed the northern kingdom and got the real Bilbo as a general. To whom I gave the ring to be brought to Mount Doom! 😜
Lots of effort put into this one. Thanks for going the extra mile
Will Whitfoot was elected as the mayor of Michel Delving at the Free Fair. He would be seized by the Ruffians led by Saruman (by then known as Sharkey) and Lotho Sackville-Baggins, and placed in the Lockholes (the Hobbits' prison, rarely used since Hobbits rarely committed crimes that required anything more than a small fine, like getting into fights while drunk). Will would be released after the Scouring of the Shire, though was considered unfit for the mayoralty for a time, and Frodo acted as deputy mayor. Later Will would be re-elected at the next Free Fair.
Mind, the mayoralty was mostly an honorary position. Technically the mayor was the head of the watch, but since the Shire so rarely experienced much crime or war, the shirrifs were largely themselves an honorary position (they could wear a feather in their caps to identify them, which was a sign of pride, but little more beyond the rare arrests).
The head of the equivalent of the Shire's military was the Thain (Paladin Took at the time, then his son Pippen when Paladin passed away), and that actually meant the Tooks and Brandybucks (who had been the hereditary thains prior to their cousins, the Tooks, before they left and founded Buckland) were the only clans of hobbits with actual military training during the War of the Ring, since they were awaiting the return of the king of Arnor, and expected to serve in his armies (and possibly did when King Elessar took power and formed the Reunited Kingdom, though the Shire was, under his rule, technically a kind of independent sub-state that just looked after themselves). The Baggins family were cousins of the Tooks and Brandybucks and also tended to have a little fighting experience in their earlier days (Bullroarer Took was a direct ancestor of Bilbo and Frodo Baggins).
This is just to put into text the differences of the two paths, as I have a play through for each path going right now.
Arnor: Beacon of Hope, you must not be at war with the other human faction for the mechanic to work, you cannot be at war with Dunland, move a general into their lands, and recruit a near half stack of their units. Regular mercenary pool still applies when at war with another human faction though. Arnor is a bit weaker as far as roster goes in the sense of expansion. Dunedain units under Arnor path will only be available for recruitment in the original Arnor heartlands, no where else. If you want a more relaxed approach, Arnor is the pick for you. Try and knock out Angmar before turn 100, once Mordor pushes past Calenhad and Brethil, you've not got much time before they reach the Gwathlo river (Tharbad river).
RK: Oh boy. So far all new generals, and then generic (non custom BG "special" generals") are all Dunedain BGs, no more heavy armour infantry Gondor BG. No more Beacon of Hope mercenaries, but if you are concerned with that, play Arnor. You get the best human roster with RK, hands down. ND units like Armsmen, Blademasters, and Cavalry are available to recruit everywhere you take now, so long as you have culture and infrastructure. No DA or Gondor units in the North except Territorial guardsmen. Steelbowmen are still available for RK path in all Numenorean settlements (Lond Daer, Tharbad, Dol Amroth etc.) You will struggle with RK at first, it seems like a lot to deal with, but it really is not. I highly recommend trying to get peace with AA and Harad. I gave Gobel Mirlond to AA for peace and money, now trading with them and they are happy with staying at Gobel Mirlond. I gave Amon Etraith to Harad, although the border gore is a little messy looking, small price to pay to secure peace in the south. This will make things easier, yes, but I've edited a lot of stuff in the files, and my Mordor is absolutely OP so I had to do it that way.
For some reason your map color does not change. I remember testing this beta before actually sitting down to play in it recently, and the color DID change from green to a blueish-purple hue. I literally played through an entire other campaign for RK path because I did the quest out of order a bit the first time, Aragorn was in Pelennor longer than 6 turns, Oathbreakers hadn't been used 3x yet (siege East Osgiliath for like 6 turns to draw in more Mordor armies) and built House of Kings before Reuniting the Kingdom. I figured all those things caused a bug to not swap over to the different map color. Nope. It just doesn't happen anymore I guess. I have played ND 4 times now in v5, one for testing, 2 serious, and 1 was to see about the color thing.
I hope this was helpful to someone. Have fun!
I'm actually playing as Arnor having taken that route and the BoH no longer seems to be working. For instance
a) Allied to Anduin Vale but an attempt in one of its provinces displayed Valemen, Woodland Hunters and Boerning Axemen but their greyed out. This is the same whether in a province owned by the Valesmen or one of their provinces I now control. - They and Erebor were getting hammered by Gunderbad before I took them out and have kept a few provinces.
b) Dunland - neutral with but in their core provinces - either still controlled by them or by Moria - who I am at war with - displays only Clan Axemen but again this is greyed out. Used to be that in v4.6 you could get numerous units including their very useful pike units.
c) Did get some Bree units in the 1st turn or so but since Bree has been merged with the restored Arnor I assume that would no longer apply.
I haven't so far got into other human provinces other than Dale where I did manage to get three units - the best of which were a Dale Billmen. [This was just before I managed to liberate Erebor.
If it makes any different I installed v5 ~20th July last year and haven't changed anything since. In case this was a know issue that has been resolved by a later mod in which case I could upgrade, albeit that I would need to start a new campaign.
@@stephenpickering8063 I haven’t updated to the official release version of v.5 either, because of my on going campaigns and all the file editing I’ve done. It’s been a while since I was completely engrossed in those campaigns so I might just uninstall and have a fresh install. A lot could have changed sure. I did not go crazy with the Arnor campaign, RK was my favorite path of the two. I just recall being able to get 9 units out of Dunland (not different units but in total) at one point. I retook a Rohan settlement and was able to recruit a lot of their troops, same for RK, I think you get 5 total you can recruit but they are just the basic tier, and only horseman were the skirmisher cavalry.
@@naturalbornpatriot6369
OK thanks. :D That suggest there was a release after the 1st formal release of v5.0 which may have changed things. That sort of figure is what I remember from Dunlendings in v 4.6.
Having gone nearly 100 turns into the game I will play on at least a little long since I've got a decent position for Arnor, although Mordor is of course ploughing through the south so could be difficult stopping them even if the BoH started working. Then probably seek to find out what is the newest version and try that.
To be honest the choice between the Reunited Kingdom and Arnor should be much closer. I mean I get the Reunited Kingdom is the route you should go, as that's the one Aragorn took in the books but it's so much stronger than the Arnor route that going for Arnor instead is such a massive handicap. I don't mind the fact that you have to choose between the 2 like many other factions, but I do think that both choices should be at least somewhat similar in strength. Dunedain's choice is the most lopsided of all factions. I mean you merge with not 1 but 2 factions(Gondor and Dol Amroth) and they're 2 of the strongest factions in the entire game. The amount of units you get from the Reunited Kingdom path is so much higher than from the Arnor path and they're stronger units to boot. So you get a lot more territory(and good territory at that) and way more troops which are of a better quality too. Basically the Arnor choice needs to be fleshed out a lot more to be somewhat competitive with the Reunited Kingdom route, perhaps lean more into Arnor's history with Elendil and Isildur(perhaps getting them as generals like many others in this mod that aren't the actual historical figures but just share a name with them) and some powerhouse northmen units inspired by the old Arnorian kingdom.
YES
Only problem with that is sometimes you find yourself in a huge amount if debt due to their economies being in the negatives and it can eat your own income
I always prefer Anor simply because I hate the utter slog of fighting Mordor and the Men of the East. Practically all my favourite factions fight in Eriador
@@Jimbobiscuit That's perfectly fine, I was talking from a min-maxing or power gaming perspective that the Anor choice is simply significantly weaker than the Reunited Kingdom.
@@Owlr4ider Yeah definitely
Really appreciate these version 5 overveiws. I think Northern dunidain is my favorive. the green silver and brown is a great look and I especially like how "Medium armored" a lot of the units are. Having nice shiny helmets with cloaks, mail, leather, and plate here and there. Its almost like its combining the old stately Arnor heavy armor with the lighter cloak and woodsmen look of the current scattered rangers to make a half armored force. I really like that call to both aspects of the dunidain and how it combines them together. The Ranger and the King.
Has a nice jack of all gameplay to it while still playing around with what unit is best at dealing with what.
Why not option for both, Arnor AND after that, Reunited Kingdom? Also, this may give good tips to evil players too: If you are an evil faction in the north, capture Bree and hold on to it at all costs (or alternatively, have Aragorn killed by any means and any costs necessary) and at least you are safe from the danger of having to face Arnor in case you cannot immediately blitzkrieg Bree and/or Northern Dunedain for some reason. If you are an evil faction more to the south, taking and holding on to Minas Tirith is a sure way to avoid further political & strategic dangers.
Good point
A thousand times this.
I believe it had to do with the limitation of the game not allowing for multiple swaps. Galu had said something about this a long while ago so forgive me for not knowing exactly the issue with this idea.
@@bigbob6534 Only one swap allowed? Bummer. Several swaps would have been wonderful for the evolution that happens to all factions over time, especially Dunedain. I wonder if developers could make one swap for another faction too. As far as I remember, a certain faction was called Remnants of Angmar. How about taking the prefix "remnants of" away from Angmars name once it has been rebuilt far enough?
@@Cybernaut76 If it’s possible that would be super cool!
It would be cool to transform dunedain wardens to somekind of similar unit like gondor spearman in arnorian style, after reforming Arnor or Reunited Kingdom. 😊
Could give them that old style Arthedain/Numenorean plate. Would just be awesome
The Grey Company dies very quickly even to snaga. They need more hit points if the cannot be staggered. I can't rely on them to stay alive for long otherwise
They shouldn't be unless you are letting them get completely overwhelmed by numbers. They are very strong on their own.
@@Augimund In my experince I can't have them in the front line for very long before taking too many loses, compared to my normal units which do fine for the most part. I haven't put them in a situation where they even could be overwhelmed. All good I just won't use him, it's just imersion breaking to have this elite group of men act like a glass cannons.
Eh... They should go back to how Tolkien wrote them.
Anyone know what it is that makes a unit relentless? I checked the unit file but didn't see any unit attributes like that. Is it the attack time delay? Because I noticed the Grey Company has a 0 for that.
@@KuchenEsser
Nope, it's the BMDB, where you can find this attribute:
no_def_no_knock.
I would buff the lumbercamp's gold income as a way to make it worth it. Currently, it gives no eco boost compared to tier 1 - it stays the same at a flat +32 gold which is incredibly low. It also costs 2000 and takes 5 turns to build which is a lot; reducing those would be warranted. Right now the main benefit is it resets the cooldown on building woodland hunters (and correct me if I'm wrong). I believe right now you can train hunters, upgrade to lumbercamp, then build more hunters. And the lumbermen themselves aren't bad as long as you get someone else to tank as you said.
Since recruitment is so slow in DAC, I find the ability to get more units out very helpful. So I like being able to recruit lumbermen for that reason. Plus they are cheap, have a lot of men, pack a punch, and only take 1 turn to recruit
I think Nazgul screech might be the strongest active ability, as the morale reduction they make is permanent, so with Isengard you can rout enemy armies almost with the ability only if you have multiple nazgul in the army.
36:00 From the little bit of testing I did, it looks like the Sons of Numenor can beat the Beleriand Honor Guard (aka the Ered Luin Super Uber Elite Pikeman), quite decisively at that. I think it is because of the armor-piercing. From what I can tell the Sons of Numenor are the only pike-unit that is good against armor, which makes them very powerfull.
The one melee-infantry I have found that can beat these guys, are the Eregion Smiths, although I didn't test a lot of units.
I hate having to choose between Arnor and Reunited Kingdom. I would like the option for BOTH of them. Or then....perhaps this nasty dilemma can be made a bit easier. Am I right if I assume Arnor has been meant by devs for the short campaign and RK for the long campaign?
I would argue that any campaign can be short if you play your cards right and get the One ring. However, conventionally destroying your enemies, Arnor is the longer campaign. By the time I took out Angmar, and got most of those regions culture change going, Mordor has already taken half of Gondor and Rohan. I only just got together my first couple of full Dunedain armies fully upgraded as Arnor, down into Enedwaith and Dunland(they were destroying each other and I swooped in all opportune like and took them both out. Even if I had the ring at this point, it is going to be a complete slog grind fest through the dozens of full stack Mordor armies West of the Anduin. Sure, I changed a lot in the files, Mordor starting purse is 70k with 5k kings purse, just to really get them spamming armies.
All in all, it just depends on you as a player. What is going to make you feel the most fulfilled in a ND play through? I have two at once going, Arnor and RK, one for the grind, one for the more direct approach
@@naturalbornpatriot6369 "Mordor has already taken half of Gondor and Rohan" Wow! Sounds like Arnor was probably the wiser choice in that playthrough if Gondor and Rohan could not hold their ground better than that. Because RK would not have been possible until you liberated Minas Tirith from Mordor.
It's actually longer and more challenging to reunite Arnor.
You need to defeat Goblins, Dunland and Angmar on a three front war with a small economy and expensive units all whilst saving money to build a 25k expensive building that takes 10 turns to build. Things need to go perfectly for you and every soldier that dies in battle you feel severely.
Wheras for Reunited Kingdom, all you need to do is hunker down in defense with the units you have at Ost Sul and Fennas Drunin, which is easy, and rush through the Aragorn quest to get him to Gondor. Gondor will still have Minas Tirith by turn 50ish in my experience so you have plenty of time.
I recently failed an Arnor quest campaign in turn 50ish. It's extremely difficult and challenging to try and fight in Eriador. BUT I think I've discovered a new tactic that I'm going to try out and see how that goes for me.
I think the Dunedain Bodyguard should at least have their ammo count buffed to compensate for their small size and relative weakness compared to other bodyguard units.
I would prefer the unit size be increased
I agree@@alpharius7009
@@alpharius7009agreed. Increased ammo count only offers so much, and if you run out of ammo then you're still stuck with a rather small unit. On the other hand, increased size allows for more options once ammo is gone.
It would make sense if the lumber camp would give you a small income or trade bonus. since you are literally financing the lumber industry. Just so happens they are a militia as well. So the lumbermen act as a bonus to an essentially income increasing building.
Awesome work, especially the visual upgrades.
I have a big issue with the N Dunedain,the units are way to hard to recruit for their stats,they are a bit better than dorwinion or Gondor but they are twice as rare,thats insane to me. Yeah they have great morale and the best stamina but that's almost irrelevant at the highest difficulty where if the general is not dead no one is routing.
From what I remember Galu saying the reason behind it was to give the faction a more realistic feel. The Dunedain in the TA are supposed to be a shadow of their power and so few in numbers they can’t form a kingdom from their remaining population. That’s why the recruitment is slow
@@samh98239 I get the rarity but why are they not better?!😁
@@valipunctro haha idk. I just looked up the stats and I think we have a real case to bring to the devs lol. It’s more than a head scratcher
@@samh98239 I made a mental note to ask them on discount but I forgot.😆
@@valipunctroI agree 100% please make a comment to them. I think all of the Dunedain units need like 10-15% buff at the least to justify the rarity.
Regarding Lumbermen I'm surprised the building line isn't the other way around. The Woodland Hunters are clearly the stronger unit yet the Hunting Camp is Level 1 and Lumber Camp is Level 2.
The big buff to Blademasters relative to the Armsmen is a surprise. With almost double Attack and equal Defense the equal cost and availability Armsmen seem... redundant now. They should probably just be cut.
Armsmen still have shields granting them better missile defense. Additionally, the two handed animation is slower than the armsmen, and the armsmen have the advantage of shield wall.
@@Augimund
I'm looking forward to it
What happens if Gondor or Dol Amroth are eliminated by the time you get south? I'm playing them at the moment and although I chose the RK option for now I'm focusing on the North.
Iirc for the BOH recruitment it depended on whether the human faction was good or evil. Good factions like Bree, Vale, Dale you had to be allies with. Neutral humans like Edenwaith and Dunland it didnt matter, and evil ones like Rhun, Angmar, etc you have to destroy the faction before using BOH with them. I believe thats how Galu laided it out but it could have changed.
Question, Can you form the RK as Arnor or are they mutually exclusive? Like can you go ND->ARNOR->RK??
You can accept to reunite or form Arnor, once you choose Arnor you can't go RK
holy cow v5 is gonna be insane
Either Cardolan Riders or Sworn Horseman could be changed into a melee unit dedicated to fighting against cavalry, equip them with shields and swords/axes/maces.
The honourable dunedain of the north
I'm going to echo some other thoughts here and say: the choice is needlessly restrictive much like the Silvan union and the Dorwinion choice. And it makes a bit less sense overall even from a lore perspective.
Let us forge Arnor and then progress to Reunite the Kingdoms. It's the Reunited Kingdoms. Plural. Of Arnor and Gondor, the two ancient Numenorean kingdoms. Yet here Arnor is not reborn, a bunch of rangers just take over Gondor and Dol Amroth. Besides needless border gore, it also fails to deliver the fantasy of the reunited kingdoms since you don't get to unite Arnor and Gondor.
As for the lore argument: I would quote Denethor here: "I will not bow down to some ranger from the North". Yet in this it is exactly what he does. How about he bows down to the rightful Numenorian heir and King of Arnor. I agree that if Aragorn dies the union should be off the table, but make Aragorn first become King of Arnor and prove his prowess and quality then hand over Gondor and Dol Amroth to him. As it stands, like the other such cases in the mod, it feels like missing out on units and features, and the campaign feels like it does not progress as natural as it should.
EDIT: and of course, give us the complete rosters of the factions we assimilate. I mean ... come on. That's the point of taking them in. Yeah, there would be a lot of redundancy. But so what? Roleplay and personal choice makes for a better overall experience, let me mix and match or let me make full Bree armies and send them south to support a full Dol Amroth army if I so choose.
I like your thinking instead of it being Gondor or Arnor they should make it a choice of which one do you go to first (i.e. Arnor then Gondor or Gondor then Arnor).
I have my own ideas of how something could be implemented in this regard (like a Gondor/Dol Amroth refusal or the two of those factions unite as one with Swan Kings) but don't know if it would work or not. I have little knowledge of Med2 modding.
As for the units, I do not know it it's actually possible in Divide and Conquer to do that. I know medieval 2 has a hardcoded unit limit of 500 units max and I know that DaC has reached that limit. What I'm not sure is how units are counted in medieval 2. For example, if say Gondor, Arnor and Dol Amroth can all recruit Territorial Guardsmen, I don't know if that counts as one unit entry or three which is why some rosters may seem restrictive.
oh and a personal note on picking between loose and a thin shield wall the thin shield wall wins but only if done right that is with a second line of pikemen just behind them or within the line so the pikes also act as apart of the shield wall and have your archers in the same drawn out lines behind them in guard mode as they will keep taking out the enemies behind the main front line troops and make holding the line alot easier as by the time the front lines meet the enemy is already on the verge of retreating and within a few mins of hitting your front they will break
In my campaign, gandalf was the man of the hour in a rather difficult battle. He was adopted. Now he is aragons grandson.😂
Iv noticed that in non Dunedain regions you literally cannot recruit anything exept militia units. Is that stays same after you make Arnor?
i feel like having the ability to form arnor semi quick and having a small roster boost would be nice and you can focus on killing angmar and pushing out dunland linking up with gondor and forming reunited kingdom, you still have to do all the stuff to form RK but you essentially actually come back as a semi powerful leader and reunite then lands. Kind of goes small remnant tribe, resteablished kingdom, HIGH KING OF GONDOR AND ARNOR. the way it is dunedain playersbasically have to rush RK to actually do anything and it can make them overpowered if they know what they are doing.
I got to say, i really felt the removal of the spear militia. without it, its really hard to sustain a front line without it being really expensive or so snall its easily outflanked.
also, i think you are letting down the lumbermen. northern D. doesnt have many cheap to medium teir anti armor troops. the Arthidain footmen are armor piercing but their attack is low and they are more defensive. so ive found lumbermen really important to deal with those high armor enemies.
I've Been eagerly awaiting another faction overview 😁👍
Previously you could recruit Rhudaur units after destroying Angmar. Are Rhudaur units no longer available to the Dunedain in V5?
Did you find out if you can?
@@roy6419 Yep you can still train Rhudaur units in the Rhudaur area, though not until you reforge Arnor or form Reunited Kingdom.
@@Qwx836 ah okay! Thanks for replying :) do you know if I have to kill angmar first because I can't make any rhudar units still
@@roy6419 Yeah I think the requirement to destroy Angmar remains the same. Since I always rush Angmar and Moria in my Norhern Dunedain campaigns, that requirement wasn’t much of an issue for me.
Is there a list somewhere (maybe in the files) for which Beacon of Hope units are available and where?
It is relatively easy to change the script in order to form both Arnor and then the Reunited Kingdom. You just need to replace in line 8456 with . This way you'll have to restore Arnor before forming RK.
I also changed in line 8317 to . This is just so I could answer yes, when asked to create RK and still form Arnor.
There are like 4 diffrent script-versions and you have to choose the correct one, mainly based on wether or not you skip the Khaza Dum Expedition. If you do the line-numbers might vary a little bit.
Can you make a video about this? I tried to do it myself, but can't say that I have succeeded.
@@Kebab-Defender I'm sorry, but I don't make videos. The main idea is the following: When you make the choice between RK and Arnor, the script sets the flags or respectively. This happens during the part of the script called Aragorn RPG. Then during the Northern Dunedain Reunited Kingdom/Arnor part of the script there are checks for and later . Normally only one of these flags can be set at the same time, so only one nation can be formed. I replaced the second of these checks with , which refers to the flag , which is set during the part of the script, which deals with forming Arnor.
As I said before: It is important to change the right script. If you are uncertain which script is the correct on you can try switching it out with an empty file of the same name. (Save the real script somewhere else and move it back afterwards) If you replaced the right script you can start a new test-campaign and there won't be any auto-expansion.
I hope this helps. If you have any concrete questions, I'll try to answer them.
@@sebastianpfau1174 thanks, do i need to start a new campaign for this or does it also work for an ongoing campaign when i did not yet made the choice?
@@baltusvdsteen2277 I believe you need to start again for script-changes to take effect.
Do "normal" gondor/bree generals get the dunedain bodyguard, or is it possible to have gondor/bree standard bodyguards for some generals?
I’m at turn 250 with the reunited kingdom and I noticed with the shields that gold was the highest for the dunedain armsmen, but I randomly had one with a blue shield and they look way more upgraded what am I doing wrong and why are they not upgrading to the blue shield armour?
No knights of Annuminas ? or is that another mod ?
Hello, is there a website that shows what type of armor a given unit will need? because I wanted to play Aragorn at Arnor and I don't know if I will have access to gold armor upgrades if I make this choice. And now I don't know how to quickly check whether typical Northern Dúnedain units need the "Numenorean Plate" for gold armor. I know it's a bit of a strange question, but these gold upgraded units look great
How to upgrade to ARNORIAN PLATE. I conquered WEST KHAZAD-DÛM, and ISENGARD. Nothing. Just superior Chainmail. 😢 please help.
I guess I haven't done it with arnor but if you are bree and fight the barrow whites with a caption army you almost always get man of the hour, I always have the balance of power and still get it. Also it seems rangers come from metraith to stand next to them so I get to use rangers even more to get more generals
for my last ten playthroughs Ered Luin have taken the rings and joined the evil side no matter who i have been playing they even took one of my undefended havens when i was playing the elves as i had been forced to send its entire army to aid the other haven due to other enemies on my border that were being pains and always attacking the same haven every turn
Hello.
In my playthrough, Bree was destroyed but not conquered. His family members were killed, so all Bree cities became rebel cities. Is there still a way to found Arnor after that?
Thank you very much.
Truly amazing work! Thanks!
I wonder if it would be fair also to add the Bree joining option for RK as it was what happened during Tolkien's books
i would even want a option to not let them join you (so yourself can decide that bree joins or not)
tnx bro you help me to finish that script when they say go to rhudaur uplands i didnt know its Cameth Brin and they should write that because a lot of people dont know that...
How do I form an alliance with Gondor and Dol Amroth? I don’t start allied to them and I have no diplomats nor buildings that can recruit them… any help would be appreciated
Ost Sul can recruit diplomats. Otherwise there's something seriously wrong and you should do a clean reinstall
@@Emanon... thanks for the help brother🫡
@@KeighanM No worries! Give em the fury of Elendil!
btw with Mengalen i never have seen increasing the population of Mengalen with the scriptet attacks of the barrow wights. (seems not working at least for me)
There’s a hotfix that should fix that, did you install it?
@@HappyCupsInc yes or is there a newer hotfix ? I installed mine a week or so ago
@@huskypuppy9785 Did you run the cleaner and start a new campaign?
If nothing else, just add pop to Mengalen using console commands
@@HappyCupsInc i cant even count any more how often i start a new campain ^^ but i have helpd myself i just editet in desc_buildings the population a littel bit^^.
does anyone know how to setup some of the new custom settlement maps for sieges in customs?
Nice video. I just wanted to ask if you know how AGO affects this faction?
I can't run any campaign. It's send me back to the original screen
why my settlements can't upgrate to city or large city?
if gandalf dies does he still turn into gandalf the white?
Any early tips/guides for opening 50 turns? Can’t seem to get the money to expand
Do the Dúnedain wardens get the armor upgrade?
Does divide and conquer have a sandbox mode without all this questing and recruitment bullshit?
Which conditions we have to complete to obtain the reunited kingdom ?
the 9 attack is pretty standard for sword and shield late game units but the defense of only 20 is disappointing and makes the dunedain armsmen have no place in the roster. 24 would be apropriate, the same as uruk hai infantry that isengard can recruit for lower price.
Or at least make it that you can recruit 2 of them per city.
No new vids past 2 weeks?
The next video will be next week because of travels.
Gosh this looks so awesome compared to last time i played some 8 years ago or so and even then it was good. Excited to download the mod and try it out! Quick question, does anyone know what unit gandalf has?
I wish the dunedain armsmen and arthedain knights had cloaks like in v4.5
The only thing i haven't understood, thx my bad english, can i recruit army of the dead also with Arnor path ?
Yes, this part is always available.
Thanks for your presentation, I want you to script paths of other factions. Thanks.
Is the Sons of Numenor the UK bodyguard unit? What is their bodyguard unit?
No, that would be drunk football fans. Very dangerous in close quarters.
have you odne orcs of gundabad?
Aragorn gets a visual upgrade with his armor and all that in rk?
Great video sir
Can you first do Arnor and than RK ?
You may only choose one path at this time.
Where is the Dunharrow region please?
It is the same region as Edoras.
Do you need the army of the dead with you out front of Gondor cause I waited three turns and nothing happened
need to wait 6 turns
Think about maybe giving grey company armor piercing attack and second hitpoint, it is aragorn.. the strongest warrior in middle earth
40:10 "More of a letter opener really."
Well i wish I would’ve watched this sooner cuz I just realized I got to restart my entire campaign cuz Bree got destroyed so I can’t reforge Arnor, and Gondor got wiped early too 💀🤦♂️
The new upgrade look for the Grey company is awesome, but i do really miss the old version.
I wish arnor could get that upgrade
Which units do you keep from the ND roster? Or do you keep them all?
After the events (reunite arnor or reunited kingdom)?
Sorry, laughing currently imagining Bilbo himself being the general of an army. Those soldiers are doomed
Aragorn get armor?
Imma be honest, I really dont like how the Arnor region units are locked behind either Reforming arnor or forming the reunited kingdom, I think they should at minimum simply require the hall of kings, Not having them kind of ruins the mid game Dunedain roster and makes an absolute joke out of some of the units I'd otherwise enjoy using (Cardolan riders when I can get dunedain horseman at this point? ssssuuuurrrreee)
I get the idea behind Dunedain no longer starting with them unlocked but locking them behind the scripts COMPLETION is also going too far the other way
Imo grey company should have bows too.
Like come on, they’re rangers!
At one point in time i was on the mods Discord, and for some reason I ventured to quit it for some reason. The regret is punishment enough.
I have a Q to ask and will put it here to since other avenuesI have denied myself.
there is this few animaton tweaks by a dude on the internet
th-cam.com/video/UGgxIlKL9r4/w-d-xo.html
Have the new mod heads done any thinker-ink with these options?
Visual changes are disappointing (with few exceptions: rangers, Cardolan, Tharbad and upgraded Grey Company) both in design and quality compared to older models. Didnt't the mod team make a comparison between old and new? Like Son of Numenor, look at that downgrade, how could that happen? If you get your hands on "new" model doesn't mean you have to implement it.
i miss the ladt giys voice😢
dont bother with this faction, its a bloody impossible campaign, you wont expend anywhere because your put on a constant defensive from turned 1 with all the stupid limitation and don't believed him aragon his units no better then any other general and can easily lose to a single or pair of units if not backed up
Skill issue
Man i miss arachir galudirithon doing these videos
You sound really ungrateful towards someone who devotes his free time for your enjoyment
Aragorn gets a visual upgrade with his armor and all that in rk?