My Dol Amroth campaign is breaking my soul! I have been fighting the Harad all game long on a Ring campaign - VH Battle and H campaign. I swear, no matter how many large armies I destroy or cities I conquer, they spawn in a fresh stack the next turn. Such a shame. They still have about 6 or seven regions left but it is really grating on the experience. I am new to this mod and despite my woes - hands down the best mod for Med2. And I came from Tsardoms which is something else.
The best and easiest faction for campaign!!!... In v5, Swan knight unit is so insanely powerful and abundant across the map... The trick is to use ships blocking and preventing enemy troops landing on Gobel Tofalas, AI wont know what to do, and there you can just focus on buidling economy... For v4.5, you have to betray Gondor and take all the settlements west of Carasast. To make it easier, you can blackmail Gondor each turn, to obtain peace for 4,000-5,000 gold (building another diplomat to get 1 extra payment).... After turn 50, you become unstoppable in both versions.
I've always thought that Dol Amroth, Gondor, and the Northern Dunedain should share a militia tier spear and archer unit. To free up unit slots. Remember when the ND had local guard and archer(I think they have been removed since) but that was 6 unit slots for basically 2 units with different skins. Each factions then had their own 3rd militia tier unit Gondor- Sword and shield Dol Amroth- pikes ND- Mace and shield to differentiate the factions a bit. I also would love to see Nimrodel Mariners be an elite archer similar to the steelbowmen but only available at major ports. And give Dol Amroth Gondor Archers when you replace the Seaward units with Gondor mainline units. Doing that would create 4-6 more unit slots.
From what I heard from other videos there really isn't any need to free up more new unit slots as there's still a few empty ones. Though I guess those units *could* be removed it wouldn't really add anything to the game in and of itself if that makes any sense. I'm not sure I agree with giving DA a clone of the Steelbowmen, as they're already the undisputed kings of cavalry, with great heavy infantry too, and this would also make them tied with ND for the best human archer faction in the game on top of that. I think a faction should have some kind of drawback to it.
@@feelingpine9123 I had thought it up back when the unit limit hadn’t been hit but was getting close. And when I thought they might need more slots with the Wildmen changes, potential reunited Kingdom units, and the planned Goblins of more change. But it seems like they made some other changes that opened up other slots. I should have clarified that it would be only from major port cities after taking Umbar as a reward for taking Umbar. By that point the campaign is really done and balance doesn’t matter as much. And while it would remove DA’s only “weakness” I admit it might hurt balance but I’m a sucker for OP restricted units. I like to see them in the game and wish they were more plentiful. I adjust custom general bodyguards every new version. I like playing with the cool unique units early.
I like the idea, though I'd probably change the Nimrodel Mariner into an elite Javelin unit, basically an upgraded Coastal Wardens rather than an elite archer, to keep with Dol Amroth's lackluster archery theme while actually being a more useful unit too being an armor piercing Javelin unit, which is something(AP) Dol Amroth sorely lacks as only their Halberds are armor piercing.
@@feelingpine9123 Silly question, but what are these "unit slots" you guys are talking about? Is there a cap to how many units the modders can create for DAC? Like some kind of engine limitation that Creative Assembly cause or something?
@@sireaustinsort of yes, the game code will only allow for so many slots for unit skins just like it will only allow for so many regions on the map which is like 255 or something.
2:23 I think it could have been an amazing scene in the films to make Denethor more of a three dimensional character to include a scene of Gondorian fief armies arriving and we get to see the token forces the Gondorian fiefs can spare do to having to protect their own lands from the corsairs. You would be able to see Denethor thinking that not only Rohan had abandoned him but his fiefs as well. This could go far into showing how he actually went totally mad as opposed to how horribly the film handled his character.
That's only movie because in the book some come from his fiefs like Imrahil, Forlong, Hirluin etc.. and when Aragorn came they also came with him and some came not with the boats after the battle
My tought on it was that they could have shown him with a Palantir nearby, and slightly deepened the conversation between Faramir and Pippin to include something about the rumours of how he once was a strong proud man that has slowly erroded fighting Sauron in spirit, something any lesser man could not have endured anywhere near as long if at all.
Khand is really the bane of my dol amroth campaign. They're just so strong at early game with their cavalry archer and regular cavalry, always wish they joined the free people at their choice
The best and easiest faction for campaign!!!... In v5, Swan knight unit is so insanely powerful and abundant across the map... The trick is to use ships blocking and preventing enemy troops landing on Gobel Tofalas, AI wont know what to do, and there you can just focus on buidling economy... For v4.5, you have to betray Gondor and take all the settlements west of Carasast. To make it easier, you can blackmail Gondor each turn, to obtain peace for 4,000-5,000 gold (building another diplomat to get 1 extra payment).... After turn 50, you become unstoppable in both versions.
two visual opinions: Not the biggest fan of the Knights of Edhellond's helmets. the closed mouth bit looks kind of goofy imo And id love for one of the heavy cavalry units to have a classic knight look with a fully enclosed helm/great helm to really punch home that chivalry look. Maybe the Tirith Aer because of their really heavy role.
From using the Dunland slinger unit it seems to pretty much function as a standard archer. It's just a visual thing on the unit and the projectile animation.
Don't slingers have more ammo than archers,I remember that Hobbit unit that threw rocks had something like 50 rounds to use,I assumed the slingers would work the same way?
@@GerNiels thanks Jeb lol I hope there is conversation within the development team on some more “quality of life” additions for Rohan. Perhaps adding dwarven travelers as recruitable from Hornburg on top of the guard of the caves, otherwise I think that script is fine. Maybe extending the Theoden under the influence of Saruman longer to 15-20 turns, emphasizing more use of the lore marshals Eomer and Theodred. I’m not sure what else off the top of my head to make it more flavorful.
Em fiefdom units? Dol Amroth campaign start got a lot better since corsair invasions were removed but still... 2 Cities to 3 strongholds is not ideal, and bunch of 5 loyalty starting generals (meaning they either you have to keep giving them pet guard dogs from castles to bump them to 6 loyalty and then give it to their descendants as their inherit loyalty values from parents or just have them as forever generals) + abysmal acumen across board = Yikes!. Similar to Eriador - Harondor (or whatever the area in south is called) is quite open but here you have cavalry faction to deal with. Not a fan of their roster - it seems like post-macedonian hellenistic armies that took wrong lessons from history. While Pikes/Halberds are ok, most of heavy infantry is too pricey, below average range options (Nimrodels being outlier to be just an ok option that falls off later in game due to armor, but can work as line infantry) and your heavy cavalry packs punch but lack mobility in affordable options. It works ok against Ar-Ardunaim, becomes tricky against Harad and is painful against Khand. They do murder Mordor perfectly. From what I remember on stacking their bodyguard sizes, player can reliably gather enough +Personal Security to bump BG from 14 to 21 models on non-faction leader/heir. It is substantial difference as it increases maximum width from 7 to 10 models and prolongs unit usability (because at 14 models once you take 4 losses you are no longer packing much of a punch at once).
Fiefdom units will be covered in depth on the Gondor video. As for the rest of the roster, they are meant to have powerful melee elites with less of a focus on ranged options. However they make up for the lack of range with very powerful knights.
To be fair the Royal Swan Guard are mostly there for the early game as once you can recruit Swan Knights in a bunch of your cities you will have plenty to of them available in all your armies that your general's bodyguard becomes less important. I also don't see it as a post-Macedonian Hellenistic army at all, they have the standard sword-spear split with pike and halberd support like many other factions. I mean you can argue that this entire mod is somewhat based on post-Macedonian Hellenistic army but that would be the mod itself not Dol Amroth as a faction, and even than I would have to disagree with you. It's much more akin to the classic high feudal period like in vanilla Medieval 2 where pikes and halberds begun making an appearance, barring specialized places like England who used Billmen(their version of the halberd) earlier on.
My Dol Amroth campaign is breaking my soul! I have been fighting the Harad all game long on a Ring campaign - VH Battle and H campaign.
I swear, no matter how many large armies I destroy or cities I conquer, they spawn in a fresh stack the next turn. Such a shame. They still have about 6 or seven regions left but it is really grating on the experience.
I am new to this mod and despite my woes - hands down the best mod for Med2. And I came from Tsardoms which is something else.
The best and easiest faction for campaign!!!... In v5, Swan knight unit is so insanely powerful and abundant across the map... The trick is to use ships blocking and preventing enemy troops landing on Gobel Tofalas, AI wont know what to do, and there you can just focus on buidling economy... For v4.5, you have to betray Gondor and take all the settlements west of Carasast. To make it easier, you can blackmail Gondor each turn, to obtain peace for 4,000-5,000 gold (building another diplomat to get 1 extra payment).... After turn 50, you become unstoppable in both versions.
amroth's strongest and heaviest cav has enough umpf to actually charge a pike unit from the front and emerge out on the other side
Oh, you missed one big change. Edhellond is now part of your domain rather than rebel province.
I've always thought that Dol Amroth, Gondor, and the Northern Dunedain should share a militia tier spear and archer unit. To free up unit slots. Remember when the ND had local guard and archer(I think they have been removed since) but that was 6 unit slots for basically 2 units with different skins. Each factions then had their own 3rd militia tier unit Gondor- Sword and shield Dol Amroth- pikes ND- Mace and shield to differentiate the factions a bit. I also would love to see Nimrodel Mariners be an elite archer similar to the steelbowmen but only available at major ports. And give Dol Amroth Gondor Archers when you replace the Seaward units with Gondor mainline units. Doing that would create 4-6 more unit slots.
From what I heard from other videos there really isn't any need to free up more new unit slots as there's still a few empty ones. Though I guess those units *could* be removed it wouldn't really add anything to the game in and of itself if that makes any sense.
I'm not sure I agree with giving DA a clone of the Steelbowmen, as they're already the undisputed kings of cavalry, with great heavy infantry too, and this would also make them tied with ND for the best human archer faction in the game on top of that. I think a faction should have some kind of drawback to it.
@@feelingpine9123 I had thought it up back when the unit limit hadn’t been hit but was getting close. And when I thought they might need more slots with the Wildmen changes, potential reunited Kingdom units, and the planned Goblins of more change. But it seems like they made some other changes that opened up other slots.
I should have clarified that it would be only from major port cities after taking Umbar as a reward for taking Umbar. By that point the campaign is really done and balance doesn’t matter as much. And while it would remove DA’s only “weakness” I admit it might hurt balance but I’m a sucker for OP restricted units. I like to see them in the game and wish they were more plentiful.
I adjust custom general bodyguards every new version. I like playing with the cool unique units early.
I like the idea, though I'd probably change the Nimrodel Mariner into an elite Javelin unit, basically an upgraded Coastal Wardens rather than an elite archer, to keep with Dol Amroth's lackluster archery theme while actually being a more useful unit too being an armor piercing Javelin unit, which is something(AP) Dol Amroth sorely lacks as only their Halberds are armor piercing.
@@feelingpine9123 Silly question, but what are these "unit slots" you guys are talking about? Is there a cap to how many units the modders can create for DAC? Like some kind of engine limitation that Creative Assembly cause or something?
@@sireaustinsort of yes, the game code will only allow for so many slots for unit skins just like it will only allow for so many regions on the map which is like 255 or something.
Lord of the Rings Online does Dol Amroth really really well.
Some of their soundtrack is used for the campaign map music in DAC
2:23 I think it could have been an amazing scene in the films to make Denethor more of a three dimensional character to include a scene of Gondorian fief armies arriving and we get to see the token forces the Gondorian fiefs can spare do to having to protect their own lands from the corsairs. You would be able to see Denethor thinking that not only Rohan had abandoned him but his fiefs as well. This could go far into showing how he actually went totally mad as opposed to how horribly the film handled his character.
That's only movie because in the book some come from his fiefs like Imrahil, Forlong, Hirluin etc.. and when Aragorn came they also came with him and some came not with the boats after the battle
My tought on it was that they could have shown him with a Palantir nearby, and slightly deepened the conversation between Faramir and Pippin to include something about the rumours of how he once was a strong proud man that has slowly erroded fighting Sauron in spirit, something any lesser man could not have endured anywhere near as long if at all.
Gosh I wish we saw Dol Amorth in the movies. I would pay real money to see Weta Workshop make that Talon Knight armor holy coooowww
Lord of the Rings Online has a pretty big story section focusing on Dol Amroth/Western Gondor.
Khand is really the bane of my dol amroth campaign. They're just so strong at early game with their cavalry archer and regular cavalry, always wish they joined the free people at their choice
Looks like a wealthy faction, with some breathing room and choices in where to go.
The best and easiest faction for campaign!!!... In v5, Swan knight unit is so insanely powerful and abundant across the map... The trick is to use ships blocking and preventing enemy troops landing on Gobel Tofalas, AI wont know what to do, and there you can just focus on buidling economy... For v4.5, you have to betray Gondor and take all the settlements west of Carasast. To make it easier, you can blackmail Gondor each turn, to obtain peace for 4,000-5,000 gold (building another diplomat to get 1 extra payment).... After turn 50, you become unstoppable in both versions.
I am thinking a betrayal of Godor will be the way to go.
In the Crusader kings 3 mod for LoTR Dol Amroth is also playable.
They get trebuchet's too!
Fantastic roster!
two visual opinions:
Not the biggest fan of the Knights of Edhellond's helmets. the closed mouth bit looks kind of goofy imo
And id love for one of the heavy cavalry units to have a classic knight look with a fully enclosed helm/great helm to really punch home that chivalry look. Maybe the Tirith Aer because of their really heavy role.
Can i repair Gobel Tolfalas outer walls at some point?
I don't know if the new mod team changed this, but if they haven't then no. The campaign strategy model and battle map will always look like that.
Love your work ❤
Can you do a step-by-step install mod for simpletons like myself
i would like to see a rhun overview video
No more sea raids?
I assume the requirement for mod leaders is to worship Knights of the Silver Swan?
Anybody have an ETA on the full release?
The Portugal of Divide and Conquer. Portamrothugal, if you will.
Whats the idea behind making cavalry bodyguard unit sizes so low? In vanilla bodyguards are smaller but have 2 hit points
I always edited it if I play dol amroth, I do agree it's very low compared to khand noble cavalry(30 units)and harad snake guard(30 units)
Because they would be overpowered otherwise.
What are the benefits of slingers over archers? Is there any mechanical difference or just a unique Animation?
From using the Dunland slinger unit it seems to pretty much function as a standard archer. It's just a visual thing on the unit and the projectile animation.
In vanilla game slingers have a bonus against armour but less base damage than archers.
@@cambyses1529 The Dunland unit has 3 Att and no AP trait
Don't slingers have more ammo than archers,I remember that Hobbit unit that threw rocks had something like 50 rounds to use,I assumed the slingers would work the same way?
Rohan next?
I think he’s going alphabetically so Rohan will probably be one of the later ones
@@GerNiels thanks Jeb lol
I hope there is conversation within the development team on some more “quality of life” additions for Rohan. Perhaps adding dwarven travelers as recruitable from Hornburg on top of the guard of the caves, otherwise I think that script is fine. Maybe extending the Theoden under the influence of Saruman longer to 15-20 turns, emphasizing more use of the lore marshals Eomer and Theodred. I’m not sure what else off the top of my head to make it more flavorful.
Em fiefdom units?
Dol Amroth campaign start got a lot better since corsair invasions were removed but still... 2 Cities to 3 strongholds is not ideal, and bunch of 5 loyalty starting generals (meaning they either you have to keep giving them pet guard dogs from castles to bump them to 6 loyalty and then give it to their descendants as their inherit loyalty values from parents or just have them as forever generals) + abysmal acumen across board = Yikes!. Similar to Eriador - Harondor (or whatever the area in south is called) is quite open but here you have cavalry faction to deal with.
Not a fan of their roster - it seems like post-macedonian hellenistic armies that took wrong lessons from history. While Pikes/Halberds are ok, most of heavy infantry is too pricey, below average range options (Nimrodels being outlier to be just an ok option that falls off later in game due to armor, but can work as line infantry) and your heavy cavalry packs punch but lack mobility in affordable options. It works ok against Ar-Ardunaim, becomes tricky against Harad and is painful against Khand. They do murder Mordor perfectly.
From what I remember on stacking their bodyguard sizes, player can reliably gather enough +Personal Security to bump BG from 14 to 21 models on non-faction leader/heir. It is substantial difference as it increases maximum width from 7 to 10 models and prolongs unit usability (because at 14 models once you take 4 losses you are no longer packing much of a punch at once).
Fiefdom units will be covered in depth on the Gondor video. As for the rest of the roster, they are meant to have powerful melee elites with less of a focus on ranged options. However they make up for the lack of range with very powerful knights.
I would mod up the general size for DA, next time i play. They should be 30 man strong IMO
To be fair the Royal Swan Guard are mostly there for the early game as once you can recruit Swan Knights in a bunch of your cities you will have plenty to of them available in all your armies that your general's bodyguard becomes less important. I also don't see it as a post-Macedonian Hellenistic army at all, they have the standard sword-spear split with pike and halberd support like many other factions. I mean you can argue that this entire mod is somewhat based on post-Macedonian Hellenistic army but that would be the mod itself not Dol Amroth as a faction, and even than I would have to disagree with you. It's much more akin to the classic high feudal period like in vanilla Medieval 2 where pikes and halberds begun making an appearance, barring specialized places like England who used Billmen(their version of the halberd) earlier on.
That lotr mobile game was so bad, they don't want goblins to be another faction lol