One thing I wanted to say, this mod is like Fallout New Vegas to me. Even if I take a break, even if I don't play it for months or years on time I will always return because you bring out the magic of the setting better than anyone I have seen. It is a rare thing for me to be outnerded on Tolkien, and it is a beautiful sight to behold.
The problem with the mercenary beacon of hope is that there are too few of them I think. After recruiting those 2 bree-land troops I have been waiting for about 100 turns and the pool has not refilled. Considering they are trash units I feel like they should be more available, like 5 turns replenishment. Please consider either upping the replenishment rate of the pool or just increasing the pool size. I don't know the mechanic behind mercenary replenishment but it seems like it's either too slow or just broken in some places. I got to the Anduin Vale fighting Gundabad and all the four Valesmen units were sitting at 0 available in the pool. I am playing v4 in this campaign btw
Agreed. One reason why I loved playing as ND is that I could field armies of other factions, which is likely what would have happened if Rohan fell and Aragon took back the lands
I agree that the BOH mercenary recruitment should auto-refresh the FIRST time you enter a region that has BOH recruitment. I also agree that the replenishment should be faster, but I don't agree that the replenishment should be 5 turns. I would prefer a replenishment rate of 15 or 20 turns. I don't think a replenishment rate under 10 turns is a good idea because 1) If the replenishment rate is 5 turns, then the dunedain barracks may become unnecessary in the early game since most units from the barracks have a replenishment rate longer than 5 turns. 2) A 5-turn replenishment rate means you can easily field more than 1 full stack of non-dunedain units in the early game (you can transfer units from Aragon to another general, or just make a new army with a captain), which likely means you will have more non-dunedain units than dunedain. I believe the idea is that yes, Aragon can inspire soldiers from other factions to fight for him, but that was also for the purpose of filling in gaps in the battle line since the Dunedain are few in number. I don't think there's any evidence to suggest there would have been significantly more non-dunedain units in the entire Dunedain army than Dunedain units. Yes, at the battle of the black gate (Morannon), Aragon's army consisted of mostly Gondorian, Rohirrim, and Dol Amorothian units, but that would also be 1 stack (Aragon's stack) after Aragon has traveled through multiple lands, so it makes sense that Aragon's army in particular may have more non-Dunedain units than Dunedain. But a 5 turn replenishment rate would easily provide multiple non-Dunedain full STACKS outside of Aragon's army, which doesn't make as much sense.
i've got this problem too. recruited the first 2 breeland units. been waiting for 50 turns and nothin. either it's a bug or it's an oversight. i don't think they'd do something like this on purpose.
4 года назад+244
Addendum:- - The N. Dúnedain also get access to the Sons of Númenor from Annúminas. This unit is only temporary and is awaiting the Reunited Kingdom so I didn't include it but it is there if you want to train it. - Also, your units actually have very low upkeep and I forgot to mention that. All of your Dúnedain units may cost a lot but they are relatively cheap in upkeep once purchased. UPDATE: - After some further testing, I am very sorry to have to report that the mercenary version of the Beacon of Hope is currently bugged. Once you have trianed the troops once, you will NEVER get them again except for Enedwaith, Dunland, Khand, Gondor, Dol Amroth and Rhudaur. All of the other nations are broken. This is annoyingly an easy fix but we are not yet decided on how we will release fixes.
Galu why don't you make the beacon of hope system a hybrid system where you can train some of the other factions units in their heart lands and they are mercenaries
So in V5.0 we will be able to make the reunited kingdom and play with arnorian units also? Like the infantry, spearmen and bowmen skins? And command gondor also? Sorry for too many questions, its a great mod 👍🏼by the way when the v5.0 be able to play? Im from Argentina sorry for mu english!
I honestly like Aragorn having a melee bodyguard, his most iconic fights are with his sword after all. I know hes a ranger but he's not any ranger he's fuckin Aragorn, he deserves a bunch of absolute savages by his side
They should be upgraded steelbowmen IMO. Superb archers and then outstanding longswordmen capable of wasting whole regiments. Now with the Reunited Kingdom they should be mounted knights, like the Grey Company become when Aragorn is crowned king ik the books.
To be fair though Longbow men in history did went to go fight in Melee in Agincourt for example the Longbow men charged towards the French Knights after running out of arrows. (Also they have very strong arms literally as they shot bows that have very strong draw weight so going into melee is fine for Archers if they trained for it.)
@@forickgrimaldus8301 they mainly shot 70 pound bows that's considered the average a soldier should be shooting 70 and beyond are more of the expert and professional like how the genoese crossbowmen are renowned crossbows in the west
@@koreancowboy42 thats why its not unreasonable that longbowmen can go into melee combat as they did do it in emergency situations like when they run out of bows.
@@koreancowboy42 umm idk what source you are using but English and Welsh longbows averaged a draw weight of 100-150lbs approx. 60-70Kilos. The average war bow of the time would be 50-70 lbs. the draw weight in crossbows is completely different in use and scope from a bow. Crossbows (edit:like the Genoese crossbow men) could have a draw weight of 1200lbs and still be subpar if their arms were too short. A long bow would be shot flat at the target and has never been depicted in history as arcing the shot, but other than that little tidbit this draw weight is why there is such a debate on their armor piercing capabilities. Huge power but arrow head metals are low quality. Thus the qualm.
I love how you guys make your own characters to fill in when needed. Like how Hirvingel (or whatever his name is). He has sort of a backstory if you read his perks. One is loremaster. Makes me picture him teaching the younger Dunedain around a campfire, retelling tales of old.
The Army of the Dead works best as a deterrent. They're so strong in the autoresolve that no AI will attack the army or town they're in. Best used for simply walking into Mordor.
I'd probably say that N. Dunedain have the easiest time destroying the ring since if you acquire the army of the dead you can easily siege the black gate then walk to and hold the summit of mount Doom since no army dares attack the army of the dead
@@rogueassassin875 They have 2 different purposes Sauron is meant to be an extremely strong, but still beatable unit on the map. Otherwise you could just use him to solo the rest of the campaign as mordor Oathbreakers are literally indestructable Sauron is still the best unit in the game by a fair margin, the oathbreakers arent a unit, they are the auto win command given form.
"Then Aragorn and as many troops as you want, cause he has to go a long way..." didn't Galu get Aragorn killed during his old lets play by sending him south without an escort?
I made a similar mistake once. I had just unlocked the Army of the Dead and miscalculated the number of times I could use those OP units (yeah I can't count to 3). I had managed to take Minas Tirith from the orcs, but ended up with just Aragorn's body guard unit. Now this wouldn't be an issue but Minas Tirith was surrounded by a bunch of Mordor stacks and I only had Aargorn and like 3 unit of militia infantry (first campaign playing this mod and I didn't know how the culture buildings worked, so I was massively overstretched and had to count on crappy roman infantry and dudes from Enedwaith. Gondor was also completely overrun the Anduin regions were full of Mordor armies that had also taken over Dol Amroth). This led me to an epic 8-turn (or something like that) retreat with Aragorn south of the White Mountains (since the north of Minas Tirith was blockaded by a number of hostile armies) in order to get back to Rohan. Hilarious campaign this one.
@@andresabourin2423 In this mod removing all phalanx units from the spearwall formation makes them 5x better offensively. Pikes don't have secondary weapons so they will still fight with Pike wall animations but they are more aggressive.
@@andresabourin2423 Bolg's champions, a halberd unit from Gundabad, can beat Eregion Smiths if you take them out of spearwall and charge with them. I very rarely use spearwall
Perhaps a combination of the two for the beacon of hope? I liked being able to train trash auxiliaries from dunland, rhudaur, and enedwaith, and mercenaries don’t really provide the same amount
@@LipzHaha yeah, but the officers of the units can never sadly change themselves, only their banner and who they swear allegiance to. I get what you mean though :)
I remember my first campaign with the ND, way back in version 0.52 i believe. Gandalf the grey had gotten the One Ring from mount Gram in an assault, and after accepting to destroy it gandalf himself destroyed the ring, and then came back later as gandalf the white which threw me for a loop because i wasn't aware of that script. Other than that the ND was my longest Med 2 campaign to date, over 360 turns in and I essentially made a giant L shaped nation in middle earth (going from carn dum all the way to the most eastern gondorian settlement and then stopping at Minas Morgul). I have such fond memories of this faction and im excited to give them a try again, seeing as i've mostly played as the elven and dwarven factions.
In one of my all time favorite campaigns, I conquered Eriador with the Dúnedain and after that I sailed like three or four full stacks from Tharbad to Umbar (which took bloody ages btw but that's the crusades for ya), conquered the Ar Adunaim and made mixed numenórean armies to assault Mordor. Glorious fun.
i'm doing a v4.5 campaign on northern dunedain streaming it live... But i've HEAVILY modded the faction to be more "Arnorian" in style, for fan fantasy and personal pleasure. Great work on the faction though Galu (you and the DaC crew!)
A tactic that worked for me was taking Moria's settlements and selling them to the Elves and Dwarves of Moria to shut the goblins down. Then carrying on with my own expansion
used this in my campaign. got loads of money to pimp my settlements with. of course when they eventually lose them again, I go in, took it and resells to them for more cash.
I rushed and destroyed Dunland by turn 10 by regicide so they don't spawn doomstack took Tharbad and 3 other regions then traded 3 Dunland's regions except Tharbad to Enedwaith for their 2 Regions in the North, Alliance and 7500 gold. So i get whole Cardolan and keep Enedwaith south of Tharbad and Suduri which i took with 1 unit i got after trading regions. (You can besiege rebels with 1 unit to prevent allies for taking settlement if they are near plus they may move near it enough to reinforce and help you take it next turn) Which they did and i took it with 1 unit without even fighting as Enedwaith did all work. In meantime i rushed Moria, took Eregion sold Elves for 20-30k, took Khazad-dum west in epic battle sold to Dwarves for alliance, access and 65k. That all within 20 turns then went north with 3 spies and was able to locate all Angmar starting generals generals and regicide them them. I tried and quit ND campaign 2 times before i figured out best strategy. I belive it's best period as Dunland can be problem later otherwise.
Remember in the Gondor video, how Galu said that they tried to stop people rushing their enemies? Now look at the comments, with the only viable strategy as ND being to rush your enemies. Players don't usually rush simply because they can. They rush because not rushing allows the AI to snowball armies, since they don't have to care about recruitment cost, time or upkeep.
Personally, I think the system for the Dunedain outside of Arnor should be how it works everywhere. Make the core Dunedain units always extremely rare, but have them supplemented by local forces across the entire world. This would make army composition much easier to maintain on long distance campaigns, and would be accurate to the lore with the Dunedain being far in the minority across the entire world.
Hello Galu, I think for the future whenever the Reunited Kingdom comes, it would be better to just have Annuminas begin as a rebuilt settlement at game start rather than have the ruined and rebuilt battlemaps so at least you would be able to rebuild both Osgiliaths and Fornost, its a lore break yes, but I think it would be better than having half of Osgiliath still a ruin despite becoming the most powerful kingdom in Middle Earth once again, those are just my 2 cents though.
13:46 One argument for Tharbad is that it is your major and only proper port city, unless you would conquer and rebuild Lond Daer as well. Through the port you can have an influx of skilled people from Gondor; traders and craftsmen can come there bringing knowledge with them that has been lost for your people since the fall of Arthedain. So it kinda makes some sense that it would be a source of knowledge. EDIT: I Forgot to complain about the Grey Company lacking bows. Boo Arachir, I want bows. I liked the old unit better. etc. (The new one is cool though but lack bows). EDIT again: I actually didn't watch the entire video the first time I commented. Will the Breeland militia have the upgraded Arnorian look when you recruit them as the ND? (If you upgrade them)
I dont think that the Sworn infantry should look like old Arnors archers, they should get a different skin; and the Arnorian archers should be recruitable in Dúnedain home land.
An idea for a video might be to show of all the settlement battlemaps. Going through every level for every faction and custom battle maps, although the customs ones can be a separate video if necessary. It would be handy so that if you want to play as a faction you know what battlemaps are easiest to defend. Of course if certain factions have the same battlemaps you can mention thqt and you don't have to show them twice
Ah, the faction which I had the pleasure of being at war with 4 factions surrounding me (angmar, ered luin, dunland, moria) while having no money at all ;) Edit: Ered Luin can attack you, instead of turtling. Also, I had a campaign where Dunland destroyed both Enedwaith and Breeland, simultaneously.
Hey Galu, just a suggestion, would it be possible to have Dunedain swordmasters have the same uprgaded look as Steelbowmen? That skin is too good to only be on a single unit.
The blademasters upgrade to arnor plate tho. Why would you change that? Also tier difference, the blademasters are a mainstream post barracks unit while the steel bowmen are an elite, bordering on uber
Could you do both the mercenary system and the recruitment system for the beach of Hope script? That way you can recruit small numbers of other faction’s forces, but if it falls, you can then take back the land, build their barracks and start fielding their armies again.
I don't understand why people would think the old BoH system was better. This one is great. Here's a thought: I like the idea of the ND being able to train low level eleven units, but only once, and only if that elven faction has been destroyed. That may be hard to do, but it would be like the ND found elven refugees who want to give the forces of evil one last kick in the nuts.
Great video, just started a play-through with these boys, going well so far. I live such a thrilling life. Gosh I can't wait for next year, Jesus Christ
Grey Company are better as a melee unit, they are awesome and look badass with Gold tier armour. And all the other ND generals have ranged so it's a nice mix up.
I found it much better to follow Galu's modding tutorials and change the replenishment rate of the Dunedain units. I left the culture requirement, but I dropped the replenishment rate of ND units, specifically the rangers, to around 15 - 16 turns instead of 33 turns. I also did the same with the post-barracks event units, speeding them up to be just short of 20-ish turns replenishment. It makes the campaign so much more enjoyable, and really allows you to feel like you're reviving Arnor as you play, rather than just waiting for ages to get a second unit of rangers.
I think you have increased the difficulty of the campaigns up to the point that they are not really fun to play anymore. Fighting the AI just becomes a massive grind for several reasons. The AI has always spammed stacks but back in the day it was manageable. Now, the increases in the rebel garrisons have really slowed the player down, since as the player you have to actually fight to get the early settlements that the AI just gets for free along with free units. This wouldn't be a massive issue since in the past generals were broken and as the player you could abuse them better than the AI. You can't rush other factions anymore to level the playing field since the generals are nerfed, and because it feels like as the player you never start with any units. So in conclusion, it takes way longer than in the past to get going as the player and you can't rush the AI anymore. This leads to the AI building up massive stacks which you will be fighting for a very long time without making any real progress, since the player is so handicapped compared to the AI. I don't play DaQ to play Tower Defense.
Don Donnysson agreed I have actually tried them two times on V4 and once one V4.5 and yes Angmar and the Orcs can be a ridiculous grind. If you don’t take them out quickly they will just send horde after horde of trash. The biggest challenge is to take 0 or close to zero casualties in order to fend off the next wave. The other hard part is keeping all of your settlements defended. If you expand to the rest or Arnor your Enemies will always stack you in your village with no walls. All that being said it is no difficult to win just a constant repeat. I actually also tried two play through a one as a blitz and one slow rolling and omg do the hordes of trash just keep increasing to intolerable levels by going slow. Killing the 18th stack of Orcs or defending Deadman’s Dike for the 8th time in 15 turns is annoying. It feels like they just keep pulling these stacks out of nowhere. I just started hero balling so I don’t care about the casualties take as long as the General does not die. That being said I still love this mod and faction having played them 3 times.
Nicholas Pina I played my “Numenor” campaign as Umbar and watched Mordor just constantly throw stacks and stacks from their main regions. I can’t imagine playing Gondor and actually trying to hold off Mordor and Isengard or even Endewaith in one game. One game, as Khazad-Dûm I had the map toggled and saw Gondor be withered away while I struggled keeping Angmar from harassing me.
@@nicholaspina270 well, it is possible to beat angmar and moria within around 60 turns. I admit it was quite hard, but mainly because i focused 1/3 of my armies to block of bree from expanding at all (eg taking all the rebel settlements to the south plus tharbad from dunland). If you rush the OoM its not THAT big of a grind (all i did was to take all of eregion plus w.moria and sold it all to the high elves plus khazad dum for money. A lot of money), but that took me around 10 turns, and around turn 14 i was ready to march north. Angmar already took deadmans dike, and it was a 36 turn grind to kill angmar. I advise to not send aragorn to quest, he is to important because he will kill around 600-700 enemies per battle and the quest takes him out for like 20 turns = 20-25 battles = 14000 more angmarim to kill for your standard troops...
Ko Wo I pretty much already did everything you said. As I said I had a slow camp gain without rushing and a blitz one. I defeated Agmar before I got Gandalf while going fast. Even rushing though it is a bit of grind killing the thralls. I wanted to do a slow campaign to actually use some of the post barrack troops more. Also man do I love selling to the high elves and Dwarfs they will pay you tens of thousands. Finally I somehow regicide Moria y accident in my rush campaign so that was nice not having hordes of snags. Again the campaign is very easy if you are a veteran Medieval II player but just a bit of a grind.
I have to disagree on Moria being a problem because I completely ignore them and they leave me alone besides occasional few troops at Fennas Drúnin or Tirdhuin. Angmar on the other hand is performing spam likes of which I can only compare to Mordor. Ered Luin of course accepted the rings and left me to deal with them. Defending Fornost or Ost Sul every second turn after I destroy previous army stops being fun after a while and Angmar still has enough troops to constantly siege Imladris.
In the previous versions, you can get orthanc units from isengard and steelbowman in certains capital. I remember being pleasantly surprised when I took them so I am wondering did you leave those still I've just started a new dunedain campaign and want to know if its worth attacking isengard or going north. Thanks.
I'm playing 4.5 and the BOH mercenary system hardly works at all. Some regions I've never been able to recruit units at all. For example in Rohan I got one rohirrim unit and nothing else, and in Dunland I got nothing at all
ah yes, northern dunedain, where its your job to build up the smallest army in order to conquer a village or two and then stagnate until the barracks event hits and your enemies are finally strong enough to completely overrun you with ten thousand men/orcs even when i cheat i find myself against the odds but then i have at least a chance if i cheese it
One thing to note about ND units Galu, their recruitment costs are quite high but their upkeeps are comparatively VERY low. For example, rangers cost almost 1000 but have an upkeep under 200
Playing the latest version of Dac (aka 4.6) and at the beginning of the turn 55 no Gandalf 😭. Is it a bug or can hr turn up on different/random turn numbers depending on your gameplay? For Aragorn scenario the next step is forging the Anduril.
With the high elves they do seem to expand at time when I was dunland and moria decided to attack me I defended and defeated a couple of armies and by the time I started to expand north moria lost 4 settlements to the high elves and they were seging khazdum
Help needed: I'm on the final stage of the ND campaign. I've completed Aragorn's Quest (King of the Dead unit is glorious). I have an alliance with Bree, Gondor, and Dol Amroth. Breeland and Hobbiton are holding by Bree. I'm holding Fornost, Annuminas and Ost Sul. Also, I have conquered Minas Tirith and both Osgiliaths. I have Aragorn in the Pelennor Fields region, but nothing really happened. I've waited for few turns, then moved Aragorn to Minas Tirith and to bordering regions, but still, it gave no effect. How should I proceed to achieve the Reunited Kingdom?
@ oh, that's the most heartbreaking news. Anyway, thanks for your work - all of D&C series Mods are absolutely fantastic! I'm looking forward to version 5.0
would it be possible to have a general persuading system. what i mean by this is game mechanic where you can convince a general to join you. only asking because it would be amazing to have lets say the fellowship (most) in one faction
And here goes the 2nd most difficult campaign after Dol Amroth (close 2nd really). Surrounded by assholes, touch only if your balls are made of steel and you ravel in hunting millions of goblins with 2 units of Dunedain rangers while going bankrupt and winning heroic victories against Angmar every turn.
I wasn't the biggest fan of the beacon of hope changes, but the tweaks to barracks make it a lot more bearable. It's definitely a change, but so far in my games it hasn't felt that bad. Personally, I think a bit of a hybrid system where you could recruit a few of the local troops from the second tier from the barracks, or maybe a third tier to supplement the mercenary system might help provide some of the unique flavor that they had in the past. That being said, having to wait 30+ turns to get two more Bree militia is absolutely ridiculous. Those militia units help you great to start, and it's simple, but when you have to wait nearly a decade in game to get more the system is nonsensical.
ND are in the conversation to be my favourite faction. Looking at the change log in the description, though, I didn’t realise that gaining access to the improved blacksmith requires Eregion as the Woodland Realm. Quite the trek. I’ll probably just have to smash through KD to get there!
Sucks a bit that Bree doesnt automatically get absorbed into a reforged Arnor. Hate to fight my allies in order to have the historical lands. Or am I missing something?
Has anyone else had an issue when playing the high elves and having Dornonoston just stuck in the bottom left hand corner of the map over the water? He's been there for like 20-30 turns now, and I'm presuming he just got stuck?
Could you make a list of all Dunedain, Carolan, and Rhudar settlements? I have a bit of OCD when it comes to playing the Dunedain and want to ensure I have all the settlements for The Northern Kingdom (or at least everything that's not Bree). Knowing all the settlements would be nice if you have the time.
Btw how can I get Gandalf the White? Because im 130 turns into my campaign and i really wanna get Gandalf with his Arthedain Knigths instead of the "normal" Dunedain Cavalry.. I´d really appreciate it, if someone can help me :)
I would like to ask a question about Imladris regarding their inactivity. (44:08) Yesterday I tried my hand at the KD-campaign and found both Zagh Kala and the settlement to the southwest of them already occupied by HE at turn +-65. I just defeated the balrog and had an army leftover. This never happened with me in the last version. Was this an exception or does this happen often? Is it because I was too slow to expand? Because to me it seems like the High Elves are more active in this version, not less. Edit: I continued the game some 25 turns and found Goblin-town occupied by Anduin and Gundabad under siege by Erebor, The Misty Mountains no longer exist. With toggle fow I saw that all lands between Mount Gram and Zagh Kala are occupied by the HE.
I think it’s because they have combined with the High Elves, if Ered Luin stay good and if enedwaith go good, the High Elves can focus all their power on the Goblins, I’ve also seen them take Goblin Town and Cameth Brin to the north in my campaigns
Pringles 2003 That was my thought too, but I was told to that the ai doesn’t know how to deal with split realms and that the HE therefore would hardly do anything
So as you have said that many wanted Aragorn to be with bows and some without, so make in between make him with javelins :))) will be the only unit of javelins for dunedain ( and i man the only because you cannot train extra grey company), that would be fun for v5.
You need to get a high enough population to upgrade the two. When you have that you only need to build the upgrade and you will get the rebuild version.
Okay, strategy time. 1)Buy a diplomat and any troops you can get. 2)Send Halbarad and HIrvegil to Fornost/Annuminas and grab an bree troops you can on the way. 3)Send Aragorn and Araphor to capture Tirdhuin, Annon-en-Orod, and Ost-in-Edhil and gift the latter two to Imladris. This stops you from worrying about Moria. You can have all of this by turn 5 if you hurry so you can focus on Angmar. Tips: -Try to stay neutral with Dunland. They're a pain. If you do get in a war try to nab Tharbad as it is a nice choke point. -Halbarad can shoot the trolls in Fornost. They're not a threat if they're full of arrows. (Also, I like deliberately getting the Heavy Gob Archers to waste their ammo on Hirvegil's unit.) -Annuminas is pain to take. If you're not confident in taking it with few casualties you can wait. It is not that important. -The defense AI in a lot of maps (especially villages and Fornost) is completely brain dead. Waste their ammo on your general's unit, then pelt them with arrows from close range (careful with cavalry). They might chase you a bit. Just run and they'll stop and let you shoot them again.
Also, for the beacon of hope system. It's okay as is but i would like some way to retrain my mercenaries. I just have "refill" armies following my main armies all over the place.
here is a good stratagy to defeat mordor quickly as N. Dunadain. Get ahold of the one ring, then get the army of the dead and pair the army of the dead with the ring barrer. Then enter morder by using the army of the dead to breakdown the black gate. Then just keep the army of the dead near your ring barring general as you stand next to mount doom. I don't know if the orcs will still try to attack you if the army of the dead is nearby, because I peaced out with mordor while using this stratagy. But I don't think they will. Either way mordor can be easily killed this way.
Is it feasible to have just Arnor available to be remade in future, instead of the entire reunited kingdom? I've got a lot of love for the northern kingdom, and I think it'd be a more achievable endgame goal for the smaller scope campaigns I tend to prefer.
There is something I don't understand, you said that to train gondorian troops you need to be at peace or allied to gondor, but they can only be recruited from gondorian territory and not from the mercenary pool. I don't remember a confederation system in medieval 2 like there is in for example warhammer, so you have to wage war with gondor?
@@arturravenbite1693 doesn't seem very noble to let them lose to sauron then go and get their lands, but with how hard your start is you migh likely arrive at a defeated gondor
So for the nations in which you have to be neutral or allied, will you still be able to recruit their units if they (the nation[s]) are wiped out? Also, Galu forgot about the Sons of Numenor, trained only in Annuminas.
@@willek1335 that's what I'm wondering too, like if you are the one that eliminates rohan, gondor, and/or DA, are you still allowed to recruit their troops
I have the newest version, however my beacon of hope does not seem to work. No other human troops, but the Rhudaur units. Any reason why? You mentioned Aragorn a lot. Mine died early on. Is that a possible reason?
I'm trying to download DAC 4.5, but after I select the destination, which is the Disc C Progamx86... Total War, it asks me to insert the disc to download the mod. Any idea why this is? It also lets me choose a destination to download the program from. This part does not happen in your tutorial. Can anyone help me so I can play this awesome game?
This is probably more a general med2 question but if someone knows the answer that would much appreciated. I was getting offers to build a guild but my cash flows did not allow; although I did say yes as I didn't want them to never build one. Now my economy is on track I don't get offers to build. Is there any way to "attract" a guild to your settlement?
@Arachir Galudirithon what does Chief of the Dunedain and Flame or Arnor with Aragorn and Gandalf do, respectively? Also, I need an important answer. Do I need to destroy all the northmen buildings when I take Angmar settlements?? Or since we count as Northmen, we can keep them? I've been destroying them and rebuiling... so Idk if I fucked up or not lol *Edit: Its Wildmen you talked about, not Northmen. Still though, should I demolish the buildings even though I can upgrade them, or will they maintain their Eye of Melkor culture and fuck everything up
Sent Aragorn down to Dunharrow with all the balls of steel that come from going by himself, get my oathbreakers, roll back up north thinking I can now stomp Angmar. Three battles later I have Carn Dum, no oathbreakers and a very angry fat stack of Angmarim ready to push me all the way back home. Then I watched this video, damn
Does anybody know if it’s possible to get Aragorn in his kings armor? Or is that an upcoming feature? As I noticed he doesn’t have any armor. Also can elves be recruited by dunedain and other factions? Or do you have to destroy them to be able to recruit them?
Galu don't know if this is a god idea or not or if you could even emplement it but how about having elladan and elrohir fighting for the dunedain for a few turns in the early game and then they leave showing there return to imladris just a thought keep up the good work really enjoying the videos at the minute.
One thing I wanted to say, this mod is like Fallout New Vegas to me. Even if I take a break, even if I don't play it for months or years on time I will always return because you bring out the magic of the setting better than anyone I have seen. It is a rare thing for me to be outnerded on Tolkien, and it is a beautiful sight to behold.
Oblivion also it was great
The problem with the mercenary beacon of hope is that there are too few of them I think. After recruiting those 2 bree-land troops I have been waiting for about 100 turns and the pool has not refilled. Considering they are trash units I feel like they should be more available, like 5 turns replenishment. Please consider either upping the replenishment rate of the pool or just increasing the pool size. I don't know the mechanic behind mercenary replenishment but it seems like it's either too slow or just broken in some places. I got to the Anduin Vale fighting Gundabad and all the four Valesmen units were sitting at 0 available in the pool. I am playing v4 in this campaign btw
I feel this same way with many factions, especially as bree it takes 20+ turns for your not trash troops to return
Agreed. One reason why I loved playing as ND is that I could field armies of other factions, which is likely what would have happened if Rohan fell and Aragon took back the lands
Agreed that's mainly the reason why ND were my favorite faction
I agree that the BOH mercenary recruitment should auto-refresh the FIRST time you enter a region that has BOH recruitment. I also agree that the replenishment should be faster, but I don't agree that the replenishment should be 5 turns. I would prefer a replenishment rate of 15 or 20 turns. I don't think a replenishment rate under 10 turns is a good idea because 1) If the replenishment rate is 5 turns, then the dunedain barracks may become unnecessary in the early game since most units from the barracks have a replenishment rate longer than 5 turns. 2) A 5-turn replenishment rate means you can easily field more than 1 full stack of non-dunedain units in the early game (you can transfer units from Aragon to another general, or just make a new army with a captain), which likely means you will have more non-dunedain units than dunedain. I believe the idea is that yes, Aragon can inspire soldiers from other factions to fight for him, but that was also for the purpose of filling in gaps in the battle line since the Dunedain are few in number. I don't think there's any evidence to suggest there would have been significantly more non-dunedain units in the entire Dunedain army than Dunedain units. Yes, at the battle of the black gate (Morannon), Aragon's army consisted of mostly Gondorian, Rohirrim, and Dol Amorothian units, but that would also be 1 stack (Aragon's stack) after Aragon has traveled through multiple lands, so it makes sense that Aragon's army in particular may have more non-Dunedain units than Dunedain. But a 5 turn replenishment rate would easily provide multiple non-Dunedain full STACKS outside of Aragon's army, which doesn't make as much sense.
i've got this problem too. recruited the first 2 breeland units. been waiting for 50 turns and nothin. either it's a bug or it's an oversight. i don't think they'd do something like this on purpose.
Addendum:-
- The N. Dúnedain also get access to the Sons of Númenor from Annúminas. This unit is only temporary and is awaiting the Reunited Kingdom so I didn't include it but it is there if you want to train it.
- Also, your units actually have very low upkeep and I forgot to mention that. All of your Dúnedain units may cost a lot but they are relatively cheap in upkeep once purchased.
UPDATE:
- After some further testing, I am very sorry to have to report that the mercenary version of the Beacon of Hope is currently bugged. Once you have trianed the troops once, you will NEVER get them again except for Enedwaith, Dunland, Khand, Gondor, Dol Amroth and Rhudaur. All of the other nations are broken. This is annoyingly an easy fix but we are not yet decided on how we will release fixes.
To add to that, Dunedain Cav isn't available in Fennis Druinin, they are a post-Barracks event unit.
Galu why don't you make the beacon of hope system a hybrid system where you can train some of the other factions units in their heart lands and they are mercenaries
So in V5.0 we will be able to make the reunited kingdom and play with arnorian units also? Like the infantry, spearmen and bowmen skins? And command gondor also? Sorry for too many questions, its a great mod 👍🏼by the way when the v5.0 be able to play? Im from Argentina sorry for mu english!
@@goryanadazaghal1206 because you'd probably get too many?
can you check on the Beacon of Hope replenishment? i'm 50 turns in and still no bree merc units have replenished. bug?
I honestly like Aragorn having a melee bodyguard, his most iconic fights are with his sword after all. I know hes a ranger but he's not any ranger he's fuckin Aragorn, he deserves a bunch of absolute savages by his side
They should be upgraded steelbowmen IMO. Superb archers and then outstanding longswordmen capable of wasting whole regiments.
Now with the Reunited Kingdom they should be mounted knights, like the Grey Company become when Aragorn is crowned king ik the books.
To be fair though Longbow men in history did went to go fight in Melee in Agincourt for example the Longbow men charged towards the French Knights after running out of arrows. (Also they have very strong arms literally as they shot bows that have very strong draw weight so going into melee is fine for Archers if they trained for it.)
@@forickgrimaldus8301 they mainly shot 70 pound bows that's considered the average a soldier should be shooting 70 and beyond are more of the expert and professional like how the genoese crossbowmen are renowned crossbows in the west
@@koreancowboy42 thats why its not unreasonable that longbowmen can go into melee combat as they did do it in emergency situations like when they run out of bows.
@@koreancowboy42 umm idk what source you are using but English and Welsh longbows averaged a draw weight of 100-150lbs approx. 60-70Kilos. The average war bow of the time would be 50-70 lbs.
the draw weight in crossbows is completely different in use and scope from a bow. Crossbows (edit:like the Genoese crossbow men) could have a draw weight of 1200lbs and still be subpar if their arms were too short.
A long bow would be shot flat at the target and has never been depicted in history as arcing the shot, but other than that little tidbit this draw weight is why there is such a debate on their armor piercing capabilities. Huge power but arrow head metals are low quality. Thus the qualm.
I love how you guys make your own characters to fill in when needed. Like how Hirvingel (or whatever his name is). He has sort of a backstory if you read his perks. One is loremaster. Makes me picture him teaching the younger Dunedain around a campfire, retelling tales of old.
The Army of the Dead works best as a deterrent. They're so strong in the autoresolve that no AI will attack the army or town they're in.
Best used for simply walking into Mordor.
One does not simply walk into Mordor
Dorian Karewicz when you have the ARMY OF THE DEAD you can walk into anywhere
I'd probably say that N. Dunedain have the easiest time destroying the ring since if you acquire the army of the dead you can easily siege the black gate then walk to and hold the summit of mount Doom since no army dares attack the army of the dead
the funny thing is, I believe the oathbreakers outclass Sauron's unit in melee (why I manually buff Sauron in my games each time I play)
@@rogueassassin875 They have 2 different purposes
Sauron is meant to be an extremely strong, but still beatable unit on the map. Otherwise you could just use him to solo the rest of the campaign as mordor
Oathbreakers are literally indestructable
Sauron is still the best unit in the game by a fair margin, the oathbreakers arent a unit, they are the auto win command given form.
"Then Aragorn and as many troops as you want, cause he has to go a long way..." didn't Galu get Aragorn killed during his old lets play by sending him south without an escort?
That's only had the mounted version and yeah easily get kill off
I made a similar mistake once. I had just unlocked the Army of the Dead and miscalculated the number of times I could use those OP units (yeah I can't count to 3). I had managed to take Minas Tirith from the orcs, but ended up with just Aragorn's body guard unit. Now this wouldn't be an issue but Minas Tirith was surrounded by a bunch of Mordor stacks and I only had Aargorn and like 3 unit of militia infantry (first campaign playing this mod and I didn't know how the culture buildings worked, so I was massively overstretched and had to count on crappy roman infantry and dudes from Enedwaith. Gondor was also completely overrun the Anduin regions were full of Mordor armies that had also taken over Dol Amroth). This led me to an epic 8-turn (or something like that) retreat with Aragorn south of the White Mountains (since the north of Minas Tirith was blockaded by a number of hostile armies) in order to get back to Rohan. Hilarious campaign this one.
i lost aragorn in episode 3 of my recent campaign on my channel, so much for reforming arnor, eh?
Timestamp for the Beacon of Hope recruitment is 26:24 for anyone like me checking back to see how the new hotfix fixes the system
Arachir forgot about "Sons of Numenor" unit you can recruit in rebuild Annuminas. God level unit.
I think knights of annuminas are better. Is there ever a time halberd units shouldn't be in phalanx?
@@andresabourin2423 In this mod removing all phalanx units from the spearwall formation makes them 5x better offensively. Pikes don't have secondary weapons so they will still fight with Pike wall animations but they are more aggressive.
@@LipzHaha yeah but pikes cant stab simultaneously while the infantry fight in front of them. Sometimes its far more useful to have them in pikewall
@@andresabourin2423 Halberds defensively fair better in phalanx, but offensively fair better without the formation.
@@andresabourin2423 Bolg's champions, a halberd unit from Gundabad, can beat Eregion Smiths if you take them out of spearwall and charge with them. I very rarely use spearwall
It's not actually too fictitious to have Halbarad as Aragorns cousin as he refers to him as ''kinsman''.
That just means he's dunedain
Perhaps a combination of the two for the beacon of hope? I liked being able to train trash auxiliaries from dunland, rhudaur, and enedwaith, and mercenaries don’t really provide the same amount
Unfortunately most of the time mercenaries are not even available.... I agree we need like a hybrid!
Training Angmarim units as well was really nice. Having themed armies with Dunedain "officers".
@@LipzHaha yeah, but the officers of the units can never sadly change themselves, only their banner and who they swear allegiance to. I get what you mean though :)
Nikos Mapas maybe like at the capital’s you could train large amounts of that factions units?
@@andrewmiffitt7973 Well let's first make the dev team agree with the flaws that we think exist.. and then we can think of a solution i guess..
I remember my first campaign with the ND, way back in version 0.52 i believe. Gandalf the grey had gotten the One Ring from mount Gram in an assault, and after accepting to destroy it gandalf himself destroyed the ring, and then came back later as gandalf the white which threw me for a loop because i wasn't aware of that script. Other than that the ND was my longest Med 2 campaign to date, over 360 turns in and I essentially made a giant L shaped nation in middle earth (going from carn dum all the way to the most eastern gondorian settlement and then stopping at Minas Morgul). I have such fond memories of this faction and im excited to give them a try again, seeing as i've mostly played as the elven and dwarven factions.
In one of my all time favorite campaigns, I conquered Eriador with the Dúnedain and after that I sailed like three or four full stacks from Tharbad to Umbar (which took bloody ages btw but that's the crusades for ya), conquered the Ar Adunaim and made mixed numenórean armies to assault Mordor. Glorious fun.
i'm doing a v4.5 campaign on northern dunedain streaming it live... But i've HEAVILY modded the faction to be more "Arnorian" in style, for fan fantasy and personal pleasure. Great work on the faction though Galu (you and the DaC crew!)
The unit overview 44:31
honestly love the overviews
A tactic that worked for me was taking Moria's settlements and selling them to the Elves and Dwarves of Moria to shut the goblins down. Then carrying on with my own expansion
Worked very well, you than habe enough money to field some armies to go north against Angmar
used this in my campaign. got loads of money to pimp my settlements with. of course when they eventually lose them again, I go in, took it and resells to them for more cash.
I rushed and destroyed Dunland by turn 10 by regicide so they don't spawn doomstack took Tharbad and 3 other regions then traded 3 Dunland's regions except Tharbad to Enedwaith for their 2 Regions in the North, Alliance and 7500 gold. So i get whole Cardolan and keep Enedwaith south of Tharbad and Suduri which i took with 1 unit i got after trading regions. (You can besiege rebels with 1 unit to prevent allies for taking settlement if they are near plus they may move near it enough to reinforce and help you take it next turn) Which they did and i took it with 1 unit without even fighting as Enedwaith did all work. In meantime i rushed Moria, took Eregion sold Elves for 20-30k, took Khazad-dum west in epic battle sold to Dwarves for alliance, access and 65k. That all within 20 turns then went north with 3 spies and was able to locate all Angmar starting generals generals and regicide them them. I tried and quit ND campaign 2 times before i figured out best strategy. I belive it's best period as Dunland can be problem later otherwise.
Remember in the Gondor video, how Galu said that they tried to stop people rushing their enemies? Now look at the comments, with the only viable strategy as ND being to rush your enemies. Players don't usually rush simply because they can. They rush because not rushing allows the AI to snowball armies, since they don't have to care about recruitment cost, time or upkeep.
nothing like getting a full stack of moria at fennas druinin at turn 5 when i have maybe 4 units total and losing the campaign almost instantly
If this isn't a 5, what is a 5?
Dunland? Enedwaith? Angmar?
That's all I can think of atm.
Umm have you heard about Good Ered Luin?
i keep getting my ass kicked as ND
@@trollwayy5981 Don't you mean evil Ered Luin?
TheZestyCar no i mean good ered luin
Personally, I think the system for the Dunedain outside of Arnor should be how it works everywhere. Make the core Dunedain units always extremely rare, but have them supplemented by local forces across the entire world. This would make army composition much easier to maintain on long distance campaigns, and would be accurate to the lore with the Dunedain being far in the minority across the entire world.
Hello Galu, I think for the future whenever the Reunited Kingdom comes, it would be better to just have Annuminas begin as a rebuilt settlement at game start rather than have the ruined and rebuilt battlemaps so at least you would be able to rebuild both Osgiliaths and Fornost, its a lore break yes, but I think it would be better than having half of Osgiliath still a ruin despite becoming the most powerful kingdom in Middle Earth once again, those are just my 2 cents though.
13:46 One argument for Tharbad is that it is your major and only proper port city, unless you would conquer and rebuild Lond Daer as well.
Through the port you can have an influx of skilled people from Gondor; traders and craftsmen can come there bringing knowledge with them that has been lost for your people since the fall of Arthedain. So it kinda makes some sense that it would be a source of knowledge.
EDIT: I Forgot to complain about the Grey Company lacking bows. Boo Arachir, I want bows. I liked the old unit better. etc. (The new one is cool though but lack bows).
EDIT again: I actually didn't watch the entire video the first time I commented. Will the Breeland militia have the upgraded Arnorian look when you recruit them as the ND? (If you upgrade them)
@arachir galudirithon While not perfect, why not allow viewers to vote (youtube voting system) on how difficult they find the factions to be as well?
Good idea I suppose but it will still have tonnes of variation.
I dont think that the Sworn infantry should look like old Arnors archers, they should get a different skin; and the Arnorian archers should be recruitable in Dúnedain home land.
Cheers to whomever made the new traits, really immersive and i love the fact you get special traits at diffrent locations.
An idea for a video might be to show of all the settlement battlemaps. Going through every level for every faction and custom battle maps, although the customs ones can be a separate video if necessary. It would be handy so that if you want to play as a faction you know what battlemaps are easiest to defend. Of course if certain factions have the same battlemaps you can mention thqt and you don't have to show them twice
*Just put breakfast in the oven, planning a cup of coffee, opens youtube and sees a new DaC faction-overview* Niiiice B^)
Thanks for the nice video! All hail the King! Hail he has returned!
I though that ND have quite high recruitment cost, but low upkeep (given they usually live in wilderness), is that no longer a thing?
If you haven’t seen it.. he said that was his mistake
@@trollwayy5981 My bad, I must have missed it
astilla9 no problemo
Bodyguards do indeed have two-handed axes 👌🏼
Ah, the faction which I had the pleasure of being at war with 4 factions surrounding me (angmar, ered luin, dunland, moria) while having no money at all ;)
Edit: Ered Luin can attack you, instead of turtling. Also, I had a campaign where Dunland destroyed both Enedwaith and Breeland, simultaneously.
Dont forget orcs of gundabad
Angmar: tends to focus towards the West
Gee, I guess I must be special since they only ever see Ost Sul.
Thank you for this faction overview!
Hey Galu, just a suggestion, would it be possible to have Dunedain swordmasters have the same uprgaded look as Steelbowmen? That skin is too good to only be on a single unit.
The blademasters upgrade to arnor plate tho. Why would you change that? Also tier difference, the blademasters are a mainstream post barracks unit while the steel bowmen are an elite, bordering on uber
@@50ULL355 Because Steelbowmen's look is just fantastic and you have a lot of Arnor Plate through out the roster.
Could you do both the mercenary system and the recruitment system for the beach of Hope script? That way you can recruit small numbers of other faction’s forces, but if it falls, you can then take back the land, build their barracks and start fielding their armies again.
The Argonaut has a great lets play of this faction if you guys want to watch it
I don't understand why people would think the old BoH system was better. This one is great. Here's a thought: I like the idea of the ND being able to train low level eleven units, but only once, and only if that elven faction has been destroyed.
That may be hard to do, but it would be like the ND found elven refugees who want to give the forces of evil one last kick in the nuts.
Great video, just started a play-through with these boys, going well so far. I live such a thrilling life. Gosh I can't wait for next year, Jesus Christ
Grey Company are better as a melee unit, they are awesome and look badass with Gold tier armour. And all the other ND generals have ranged so it's a nice mix up.
I found it much better to follow Galu's modding tutorials and change the replenishment rate of the Dunedain units. I left the culture requirement, but I dropped the replenishment rate of ND units, specifically the rangers, to around 15 - 16 turns instead of 33 turns. I also did the same with the post-barracks event units, speeding them up to be just short of 20-ish turns replenishment. It makes the campaign so much more enjoyable, and really allows you to feel like you're reviving Arnor as you play, rather than just waiting for ages to get a second unit of rangers.
really dig the new recruit system, as always excellent work to the whole team
Everyone's favourite faction.
I like enethwaid dunland and angmar mostly so not mine.
I think you have increased the difficulty of the campaigns up to the point that they are not really fun to play anymore. Fighting the AI just becomes a massive grind for several reasons. The AI has always spammed stacks but back in the day it was manageable. Now, the increases in the rebel garrisons have really slowed the player down, since as the player you have to actually fight to get the early settlements that the AI just gets for free along with free units. This wouldn't be a massive issue since in the past generals were broken and as the player you could abuse them better than the AI. You can't rush other factions anymore to level the playing field since the generals are nerfed, and because it feels like as the player you never start with any units.
So in conclusion, it takes way longer than in the past to get going as the player and you can't rush the AI anymore. This leads to the AI building up massive stacks which you will be fighting for a very long time without making any real progress, since the player is so handicapped compared to the AI. I don't play DaQ to play Tower Defense.
Don Donnysson High Elves in Imladris are constantly pummeled in my playthroughs.
Don Donnysson agreed I have actually tried them two times on V4 and once one V4.5 and yes Angmar and the Orcs can be a ridiculous grind. If you don’t take them out quickly they will just send horde after horde of trash. The biggest challenge is to take 0 or close to zero casualties in order to fend off the next wave. The other hard part is keeping all of your settlements defended. If you expand to the rest or Arnor your Enemies will always stack you in your village with no walls. All that being said it is no difficult to win just a constant repeat. I actually also tried two play through a one as a blitz and one slow rolling and omg do the hordes of trash just keep increasing to intolerable levels by going slow. Killing the 18th stack of Orcs or defending Deadman’s Dike for the 8th time in 15 turns is annoying. It feels like they just keep pulling these stacks out of nowhere. I just started hero balling so I don’t care about the casualties take as long as the General does not die. That being said I still love this mod and faction having played them 3 times.
Nicholas Pina I played my “Numenor” campaign as Umbar and watched Mordor just constantly throw stacks and stacks from their main regions. I can’t imagine playing Gondor and actually trying to hold off Mordor and Isengard or even Endewaith in one game. One game, as Khazad-Dûm I had the map toggled and saw Gondor be withered away while I struggled keeping Angmar from harassing me.
@@nicholaspina270 well, it is possible to beat angmar and moria within around 60 turns. I admit it was quite hard, but mainly because i focused 1/3 of my armies to block of bree from expanding at all (eg taking all the rebel settlements to the south plus tharbad from dunland). If you rush the OoM its not THAT big of a grind (all i did was to take all of eregion plus w.moria and sold it all to the high elves plus khazad dum for money. A lot of money), but that took me around 10 turns, and around turn 14 i was ready to march north. Angmar already took deadmans dike, and it was a 36 turn grind to kill angmar. I advise to not send aragorn to quest, he is to important because he will kill around 600-700 enemies per battle and the quest takes him out for like 20 turns = 20-25 battles = 14000 more angmarim to kill for your standard troops...
Ko Wo I pretty much already did everything you said. As I said I had a slow camp gain without rushing and a blitz one. I defeated Agmar before I got Gandalf while going fast. Even rushing though it is a bit of grind killing the thralls. I wanted to do a slow campaign to actually use some of the post barrack troops more. Also man do I love selling to the high elves and Dwarfs they will pay you tens of thousands. Finally I somehow regicide Moria y accident in my rush campaign so that was nice not having hordes of snags. Again the campaign is very easy if you are a veteran Medieval II player but just a bit of a grind.
amazing work again! thanx a lot for your work!
1:00:57 Aragorn is in the battalion... he's just right in the middle. ;)
I have to disagree on Moria being a problem because I completely ignore them and they leave me alone besides occasional few troops at Fennas Drúnin or Tirdhuin. Angmar on the other hand is performing spam likes of which I can only compare to Mordor. Ered Luin of course accepted the rings and left me to deal with them. Defending Fornost or Ost Sul every second turn after I destroy previous army stops being fun after a while and Angmar still has enough troops to constantly siege Imladris.
Could you do a mercenary guide, for all factions?
In the previous versions, you can get orthanc units from isengard and steelbowman in certains capital. I remember being pleasantly surprised when I took them so I am wondering did you leave those still I've just started a new dunedain campaign and want to know if its worth attacking isengard or going north. Thanks.
I'm playing 4.5 and the BOH mercenary system hardly works at all. Some regions I've never been able to recruit units at all. For example in Rohan I got one rohirrim unit and nothing else, and in Dunland I got nothing at all
FINALLY!
ah yes, northern dunedain, where its your job to build up the smallest army in order to conquer a village or two and then stagnate until the barracks event hits and your enemies are finally strong enough to completely overrun you with ten thousand men/orcs
even when i cheat i find myself against the odds but then i have at least a chance if i cheese it
One thing to note about ND units Galu, their recruitment costs are quite high but their upkeeps are comparatively VERY low. For example, rangers cost almost 1000 but have an upkeep under 200
Should the Steelbowmen not be available in Lond Daer maybe?
I play this mod at least once a year.
Pure joy!
@Arachîr Galudirithon I'll need a name of the soundtrack at 27:00, mate :D
Where does Gandalf spawn I’m at almost turn 65 and I don’t see him?
Playing the latest version of Dac (aka 4.6) and at the beginning of the turn 55 no Gandalf 😭. Is it a bug or can hr turn up on different/random turn numbers depending on your gameplay? For Aragorn scenario the next step is forging the Anduril.
desperate to know this myself, have you figured it out? Cant find any info anywhere, so frustrating
With the high elves they do seem to expand at time when I was dunland and moria decided to attack me I defended and defeated a couple of armies and by the time I started to expand north moria lost 4 settlements to the high elves and they were seging khazdum
You can also get Amanyar Swordmasters
Help needed: I'm on the final stage of the ND campaign. I've completed Aragorn's Quest (King of the Dead unit is glorious). I have an alliance with Bree, Gondor, and Dol Amroth. Breeland and Hobbiton are holding by Bree. I'm holding Fornost, Annuminas and Ost Sul. Also, I have conquered Minas Tirith and both Osgiliaths. I have Aragorn in the Pelennor Fields region, but nothing really happened. I've waited for few turns, then moved Aragorn to Minas Tirith and to bordering regions, but still, it gave no effect. How should I proceed to achieve the Reunited Kingdom?
You can't. It is not a feature of the mod yet.
@ oh, that's the most heartbreaking news.
Anyway, thanks for your work - all of D&C series Mods are absolutely fantastic! I'm looking forward to version 5.0
would it be possible to have a general persuading system. what i mean by this is game mechanic where you can convince a general to join you. only asking because it would be amazing to have lets say the fellowship (most) in one faction
And here goes the 2nd most difficult campaign after Dol Amroth (close 2nd really). Surrounded by assholes, touch only if your balls are made of steel and you ravel in hunting millions of goblins with 2 units of Dunedain rangers while going bankrupt and winning heroic victories against Angmar every turn.
Lmao
I wasn't the biggest fan of the beacon of hope changes, but the tweaks to barracks make it a lot more bearable. It's definitely a change, but so far in my games it hasn't felt that bad. Personally, I think a bit of a hybrid system where you could recruit a few of the local troops from the second tier from the barracks, or maybe a third tier to supplement the mercenary system might help provide some of the unique flavor that they had in the past. That being said, having to wait 30+ turns to get two more Bree militia is absolutely ridiculous. Those militia units help you great to start, and it's simple, but when you have to wait nearly a decade in game to get more the system is nonsensical.
ND are in the conversation to be my favourite faction. Looking at the change log in the description, though, I didn’t realise that gaining access to the improved blacksmith requires Eregion as the Woodland Realm. Quite the trek. I’ll probably just have to smash through KD to get there!
Is there any way to set an exception for Gondor, Dol Amroth, etc. backstabbing you? In my v3 campaign, they both attacked me.
Sucks a bit that Bree doesnt automatically get absorbed into a reforged Arnor. Hate to fight my allies in order to have the historical lands.
Or am I missing something?
You cant reforge Arnor on that version of DaC.
Just use the console to kill them then proceed to ‘Annex’ them.
Like the governer devastation combination it simulates taking tax of people who have just been raided really well
Was plannig to play ND when RK is finished... After seeing this video I can't wait any longer :D
RK
Who are RK?
Rohan?
Rhun?
I cant think of another R faction lol
Otto von Wolf no joke I’m so confused.. and I can’t see no mistype either nothing is matching up
@@trollwayy5981 Reunited Kingdom
Kosake ohhhhh that makes perfect sense, he is right I’m not playing ND till Reunited Kingdom is in.
Has anyone else had an issue when playing the high elves and having Dornonoston just stuck in the bottom left hand corner of the map over the water? He's been there for like 20-30 turns now, and I'm presuming he just got stuck?
Glenn Little there’s a hotfix available for this bug on the DaC discord mate
Could you make a list of all Dunedain, Carolan, and Rhudar settlements? I have a bit of OCD when it comes to playing the Dunedain and want to ensure I have all the settlements for The Northern Kingdom (or at least everything that's not Bree). Knowing all the settlements would be nice if you have the time.
This is hands down the most fun civ to play.
Could anyone tell me
How many turns after gandalf the grey dies does it take him to respawn as gandalf the white?
c.15.
@ thank you Arachir much appreciated. Keep up the good work.
Can't recruit units from Beacon of Hope recruitment (v4.6)
can someone tell me how to fix it?
Btw how can I get Gandalf the White? Because im 130 turns into my campaign and i really wanna get Gandalf with his Arthedain Knigths instead of the "normal" Dunedain Cavalry.. I´d really appreciate it, if someone can help me :)
Can you rebuild the kingdom of Arnor yet like in the the original mod???
maybe in next patch add "rebuild Amon Sul" ?
I would like to ask a question about Imladris regarding their inactivity. (44:08)
Yesterday I tried my hand at the KD-campaign and found both Zagh Kala and the settlement to the southwest of them already occupied by HE at turn +-65. I just defeated the balrog and had an army leftover.
This never happened with me in the last version.
Was this an exception or does this happen often? Is it because I was too slow to expand? Because to me it seems like the High Elves are more active in this version, not less.
Edit: I continued the game some 25 turns and found Goblin-town occupied by Anduin and Gundabad under siege by Erebor, The Misty Mountains no longer exist. With toggle fow I saw that all lands between Mount Gram and Zagh Kala are occupied by the HE.
I think it’s because they have combined with the High Elves, if Ered Luin stay good and if enedwaith go good, the High Elves can focus all their power on the Goblins, I’ve also seen them take Goblin Town and Cameth Brin to the north in my campaigns
Pringles 2003 That was my thought too, but I was told to that the ai doesn’t know how to deal with split realms and that the HE therefore would hardly do anything
Commander Sol I see, thank you very much for the clarification
The new strength of the High Elves kinda takes away from the difficulty of many good factions in that region. Sadly Moria is just a joke imo. ^^
So as you have said that many wanted Aragorn to be with bows and some without, so make in between make him with javelins :))) will be the only unit of javelins for dunedain ( and i man the only because you cannot train extra grey company), that would be fun for v5.
Can someone pls tell me how can you unite Arnor? It take 1h to watch all of this and i just want to know conditions to unite it.
You can't.
@ thx a lot, i guess i just gona take the united kingdome mod.
Somehow when army of dead captain spawn he has defaul ND general portrait and no command, acummen etc... any suggestions ?
How do you rebuild fornost and a annunimas? I’m probably not spelling either of those right but oh well
Fornost just upgrade the city level when the population is high enough. Annuminas you just have to build the hall of king special building.
Andre Sabourin I now feel somewhat retarded as this was the obvious answer thank you
You need to get a high enough population to upgrade the two. When you have that you only need to build the upgrade and you will get the rebuild version.
@@MrSwap93 I dont believe you actually have to get the population for annuminas. Am I wrong?
Andre Sabourin You don’t need a certain population to rebuild the house of kings, but I don’t know if it’s the same for fornost
Okay, strategy time.
1)Buy a diplomat and any troops you can get.
2)Send Halbarad and HIrvegil to Fornost/Annuminas and grab an bree troops you can on the way.
3)Send Aragorn and Araphor to capture Tirdhuin, Annon-en-Orod, and Ost-in-Edhil and gift the latter two to Imladris. This stops you from worrying about Moria.
You can have all of this by turn 5 if you hurry so you can focus on Angmar.
Tips:
-Try to stay neutral with Dunland. They're a pain. If you do get in a war try to nab Tharbad as it is a nice choke point.
-Halbarad can shoot the trolls in Fornost. They're not a threat if they're full of arrows. (Also, I like deliberately getting the Heavy Gob Archers to waste their ammo on Hirvegil's unit.)
-Annuminas is pain to take. If you're not confident in taking it with few casualties you can wait. It is not that important.
-The defense AI in a lot of maps (especially villages and Fornost) is completely brain dead. Waste their ammo on your general's unit, then pelt them with arrows from close range (careful with cavalry). They might chase you a bit. Just run and they'll stop and let you shoot them again.
Also, for the beacon of hope system. It's okay as is but i would like some way to retrain my mercenaries. I just have "refill" armies following my main armies all over the place.
here is a good stratagy to defeat mordor quickly as N. Dunadain. Get ahold of the one ring, then get the army of the dead and pair the army of the dead with the ring barrer. Then enter morder by using the army of the dead to breakdown the black gate. Then just keep the army of the dead near your ring barring general as you stand next to mount doom. I don't know if the orcs will still try to attack you if the army of the dead is nearby, because I peaced out with mordor while using this stratagy. But I don't think they will. Either way mordor can be easily killed this way.
Is it feasible to have just Arnor available to be remade in future, instead of the entire reunited kingdom? I've got a lot of love for the northern kingdom, and I think it'd be a more achievable endgame goal for the smaller scope campaigns I tend to prefer.
There is something I don't understand, you said that to train gondorian troops you need to be at peace or allied to gondor, but they can only be recruited from gondorian territory and not from the mercenary pool. I don't remember a confederation system in medieval 2 like there is in for example warhammer, so you have to wage war with gondor?
Rewasder you retake their lost lands
@@arturravenbite1693 doesn't seem very noble to let them lose to sauron then go and get their lands, but with how hard your start is you migh likely arrive at a defeated gondor
So for the nations in which you have to be neutral or allied, will you still be able to recruit their units if they (the nation[s]) are wiped out?
Also, Galu forgot about the Sons of Numenor, trained only in Annuminas.
What if *you* kill Bree? Will you still be denied access to Bree Units?
@@willek1335 that's what I'm wondering too, like if you are the one that eliminates rohan, gondor, and/or DA, are you still allowed to recruit their troops
@@solreviewsf2x ah, thank you for that clarification now excuse me as I cheekily get all the good factions wiped out and I go and "liberate" them all
I have the newest version, however my beacon of hope does not seem to work. No other human troops, but the Rhudaur units. Any reason why? You mentioned Aragorn a lot. Mine died early on. Is that a possible reason?
How you can create the unified kingdom?
I'm trying to download DAC 4.5, but after I select the destination, which is the Disc C Progamx86... Total War, it asks me to insert the disc to download the mod. Any idea why this is? It also lets me choose a destination to download the program from. This part does not happen in your tutorial. Can anyone help me so I can play this awesome game?
This is probably more a general med2 question but if someone knows the answer that would much appreciated. I was getting offers to build a guild but my cash flows did not allow; although I did say yes as I didn't want them to never build one. Now my economy is on track I don't get offers to build. Is there any way to "attract" a guild to your settlement?
Wait, the Grey Company is no longer mounted?!
@Arachir Galudirithon what does Chief of the Dunedain and Flame or Arnor with Aragorn and Gandalf do, respectively? Also, I need an important answer. Do I need to destroy all the northmen buildings when I take Angmar settlements?? Or since we count as Northmen, we can keep them? I've been destroying them and rebuiling... so Idk if I fucked up or not lol
*Edit: Its Wildmen you talked about, not Northmen. Still though, should I demolish the buildings even though I can upgrade them, or will they maintain their Eye of Melkor culture and fuck everything up
Sent Aragorn down to Dunharrow with all the balls of steel that come from going by himself, get my oathbreakers, roll back up north thinking I can now stomp Angmar. Three battles later I have Carn Dum, no oathbreakers and a very angry fat stack of Angmarim ready to push me all the way back home.
Then I watched this video, damn
25:45 I can't wait to watch the Oathbreakers in action. I hope someone plays up to that soon.
Does anybody know if it’s possible to get Aragorn in his kings armor? Or is that an upcoming feature? As I noticed he doesn’t have any armor.
Also can elves be recruited by dunedain and other factions? Or do you have to destroy them to be able to recruit them?
@Arachîr Galudirithon - What needs to be conquered (regions) in order to restore the Kingdom of Arnor? Thanks :)
Nothing, it cannot be restored.
is it possible to create submod for Dunedain - Bree confederation in lategame? I hate to backstab them when creating Kingdom.
Galu don't know if this is a god idea or not or if you could even emplement it but how about having elladan and elrohir fighting for the dunedain for a few turns in the early game and then they leave showing there return to imladris just a thought keep up the good work really enjoying the videos at the minute.
Galu, Can you retrain the beacon of hope mercenary units?