So, as I see this mod going on in a very promising way, I´m posting this thread for units creation discussions.
According to proposed mod, I think we can make the following units:
DIVISIONS (Called “Formation (s) / ship (s)” in game)
HoI2 Unit Type / LOTR MOD Unit Type
------------------ ------------------
1-hq-------------------------------------------NOT TO BE USED
2-armor----------------------------------------HEAVY MOUNTED WARRIORS
3-light armor----------------------------------NOT TO BE USED
4-mechanized-----------------------------------NOT TO BE USED
5-motorized------------------------------------MOUNTED WARRIORS
6-cavalry--------------------------------------ELVEN WARRIORS
7-paratrooper----------------------------------DWARVEN WARRIORS
8-bergsjaeger----------------------------------RANGERS
9-infantry-------------------------------------FOOT WARRIORS
10-garrison------------------------------------GARRISON
11-marines-------------------------------------ORCS
12-militia-------------------------------------LEVIES
13-tactical_bomber-----------------------------NAZGUL
14-battleship----------------------------------HEAVY WARSHIP
15-heavy_cruiser-------------------------------GALLEY
16-light_cruiser-------------------------------CORSAIR WARSHIP
17-destroyer-----------------------------------WARSHIP
18-transport-----------------------------------TRANSPORT
BRIGADES (Called “Attachment (s)” in game)
HoI2 Brigade Type / LOTR MOD Brigade Type
----------------------- ---------------------
19-sp_artillery--------------------------------SIEGE CRAFT
20-artillery-----------------------------------ARCHERS
21-tank_destroyers-----------------------------HEAVY WARRIORS
22-anti_tank-----------------------------------PIKEMEN / SPEARMEN
23-armored_car---------------------------------MOUNTED ARCHERS
24-anti_air------------------------------------ISTARI PROTECTION
25-light_armor_brigade-------------------------RIDERS
These are the generic unit types name I suggest. Of course, in “text.csv” and “models.csv” files (config folder) we will give a unique and appropriated name to each unit according with country/people.
I think we won´t keep HoI2 original unit values and stats, we will change them according to MOD needs.
2) All kind of knight type units, available for Gondor, Rohan, Dol-Amroth, Lindon, Rivendell, etc. For Harad it will be the MUMAKIL, and for Easterlings the WAR CHARIOTS. Not available for Mordor, Isengard, Dwarves, Dunland, lesser peoples like The Shire, etc. Hampered by rough terrain, deadly in plains, assuming the same roll armor does in HoI2. The greatest supply consuming unit, it will need also Cattle-Beasts (the resource I´m proposing to place instead of oil) in order to be able to move. Very expensive, takes long to build.
5) The lighter armed riders like orc wargriders (Mordor, Isengard, Misty Mountains), Mirkwood Elven riders, Dunland riders, haradrim, Khand and easterling riders, for example. It will need also Cattle-Beasts (the resource I´m proposing to place instead of oil) in order to be able to move. Cheaper and faster to build than former.
6) A unique unit to Lorien, Mirkwood, Lindon and Rivendell, maybe the only one allowed besides some mounted. This is for making possible an individual unit with specific characteristics like bonus fighting in woods and jungle, protection against Nazguls (anti air defense), etc. Very expensive, takes long to build.
7) Same, but for dwarves, with superb positive bonus fighting on mountain and hills, but negative in plains, woods, etc. Definitely the only one unit allowed to dwarven countries. Very expensive, takes long to build.
8) Units with very good combat values at rough terrains. It would be elven rangers, Ithilien Rangers, Arnor dunedain rangers, etc. Not allowed for Mordor, Isengard, etc. Expensive but doesn´t takes too long for build.
9) The basic fighting unit for all: for men it will be named men-at-arms; for Mordor and Isengard will be named black uruks or uruk-hais, not allowed for lesser peoples and dwarves. Average cost and building time.
10) Almost the same as infantry, but with increased defensive values. Since it will represent the garrisoned fortresses that HoI2 engine cannot provide, I propose to give this unit an increased defense value (very high, making it able to fight back at least two attacking units by it self). According to this, will be expensive to build, but requires less manpower. Will have a moderate bonus when fighting in urban terrain and forts. Its sprite will be a warrior in a tower (the warrior sprite according to the people it belongs).
A problem we may find about this is that if we make garrisons unable to move (as I think it should be done), unless we use the “strategic redeployment” action (a thing incompatible with LOTR warfare) we won´t be able to locate garrisons in non-national provinces, remember when you build a unit you are limited to deploy it in provinces with which you begin the game as national ones, and if you want to garrison an overseas territory you must send the unit by ship, but, even if you do so, you can´t deploy a garrison in an inland non national province unless you use redeployment. Any suggestion ?
11) The same case that Elven and dwarven warriors, a unique unit for Mordor, Isengard and Misty Mountain Orcs (unique but not the only). Cheap and quick to build; because evil powers will have manpower bonuses through technology (simulating orcs hordes availability) this unit will be present in great numbers (we can design AI according to this also). Very low morale and organization (the term “cohesion” proposed instead) values, a slight bonus when fighting on mountains, affected by day light and better fighters on night (as orcs were sensitive to sunlight), very weak against cavalry, can be reinforced with attachments such as tank_destroyers (Trolls), light_armor_brigade (chosen wargriders), anti_tank (orc spearmen), sp_artillery (siege craft) and artillery (orc archers), we can also design events to make them very likely to disband when not under a strong leader.
12) This unit will be the last resource of men race countries and only military of lesser peoples like The Shire. Little worse fighters than orcs but with better morale and organization. Cheap and quick to build. Will have a small bonus when fighting in urban terrain and forts. Some people like the haradrim will get to their militia units bonuses when fighting in jungle, desert or other terrain types, always through technology.
13) As I explained before, the Nazgul will be the only air unit in the Mod, available for Mordor. This country/evil realm will begin the proper scenario with only 1 Nazgul unit and an air base (let´s call it Evil Fortress) at Morgul (maybe also Dol-Guldur, not figure it out quite well yet). It will be deadly for no one will have air protection except for elves in a low degree, but cannot operate beyond his range. The available range will be expanded through proper techs available to Mordor. Besides, whenever Mordor conquers an enemy capital, will gain through an event an air base there. The Istari Protection brigade I proposed at 24 will be the attachment to men and dwarves units a Mage such as Gandalf in order to resist the Nazgul effect.
14-18 Naval units
I think they can keep the same as HoI2, but won´t need oil, instead more resources. If anyone knows how to make a unit needing another resource besides supplies and oil, please be my guest for it make possible many other ideas.
The 16 Corsair warship will be unique for Umbar, representing their piracy tradition with very fast, maneuverable and good fighting ships. The only thing to change is to give it greater range (just a little bit).
Mordor, Isengard and lesser peoples will have only transports or transports and destroyers (warships) or none at all.
As for brigades I think there very good ideas posted before and this forum. The ones I propose only add some new ideas, as for instance the Istari which I´ve explained in 13. The number 21 will be axemen, trolls, olog-hais, etc., according to the country/people. Anyways, post your comments.
According to proposed mod, I think we can make the following units:
DIVISIONS (Called “Formation (s) / ship (s)” in game)
HoI2 Unit Type / LOTR MOD Unit Type
------------------ ------------------
1-hq-------------------------------------------NOT TO BE USED
2-armor----------------------------------------HEAVY MOUNTED WARRIORS
3-light armor----------------------------------NOT TO BE USED
4-mechanized-----------------------------------NOT TO BE USED
5-motorized------------------------------------MOUNTED WARRIORS
6-cavalry--------------------------------------ELVEN WARRIORS
7-paratrooper----------------------------------DWARVEN WARRIORS
8-bergsjaeger----------------------------------RANGERS
9-infantry-------------------------------------FOOT WARRIORS
10-garrison------------------------------------GARRISON
11-marines-------------------------------------ORCS
12-militia-------------------------------------LEVIES
13-tactical_bomber-----------------------------NAZGUL
14-battleship----------------------------------HEAVY WARSHIP
15-heavy_cruiser-------------------------------GALLEY
16-light_cruiser-------------------------------CORSAIR WARSHIP
17-destroyer-----------------------------------WARSHIP
18-transport-----------------------------------TRANSPORT
BRIGADES (Called “Attachment (s)” in game)
HoI2 Brigade Type / LOTR MOD Brigade Type
----------------------- ---------------------
19-sp_artillery--------------------------------SIEGE CRAFT
20-artillery-----------------------------------ARCHERS
21-tank_destroyers-----------------------------HEAVY WARRIORS
22-anti_tank-----------------------------------PIKEMEN / SPEARMEN
23-armored_car---------------------------------MOUNTED ARCHERS
24-anti_air------------------------------------ISTARI PROTECTION
25-light_armor_brigade-------------------------RIDERS
These are the generic unit types name I suggest. Of course, in “text.csv” and “models.csv” files (config folder) we will give a unique and appropriated name to each unit according with country/people.
I think we won´t keep HoI2 original unit values and stats, we will change them according to MOD needs.
2) All kind of knight type units, available for Gondor, Rohan, Dol-Amroth, Lindon, Rivendell, etc. For Harad it will be the MUMAKIL, and for Easterlings the WAR CHARIOTS. Not available for Mordor, Isengard, Dwarves, Dunland, lesser peoples like The Shire, etc. Hampered by rough terrain, deadly in plains, assuming the same roll armor does in HoI2. The greatest supply consuming unit, it will need also Cattle-Beasts (the resource I´m proposing to place instead of oil) in order to be able to move. Very expensive, takes long to build.
5) The lighter armed riders like orc wargriders (Mordor, Isengard, Misty Mountains), Mirkwood Elven riders, Dunland riders, haradrim, Khand and easterling riders, for example. It will need also Cattle-Beasts (the resource I´m proposing to place instead of oil) in order to be able to move. Cheaper and faster to build than former.
6) A unique unit to Lorien, Mirkwood, Lindon and Rivendell, maybe the only one allowed besides some mounted. This is for making possible an individual unit with specific characteristics like bonus fighting in woods and jungle, protection against Nazguls (anti air defense), etc. Very expensive, takes long to build.
7) Same, but for dwarves, with superb positive bonus fighting on mountain and hills, but negative in plains, woods, etc. Definitely the only one unit allowed to dwarven countries. Very expensive, takes long to build.
8) Units with very good combat values at rough terrains. It would be elven rangers, Ithilien Rangers, Arnor dunedain rangers, etc. Not allowed for Mordor, Isengard, etc. Expensive but doesn´t takes too long for build.
9) The basic fighting unit for all: for men it will be named men-at-arms; for Mordor and Isengard will be named black uruks or uruk-hais, not allowed for lesser peoples and dwarves. Average cost and building time.
10) Almost the same as infantry, but with increased defensive values. Since it will represent the garrisoned fortresses that HoI2 engine cannot provide, I propose to give this unit an increased defense value (very high, making it able to fight back at least two attacking units by it self). According to this, will be expensive to build, but requires less manpower. Will have a moderate bonus when fighting in urban terrain and forts. Its sprite will be a warrior in a tower (the warrior sprite according to the people it belongs).
A problem we may find about this is that if we make garrisons unable to move (as I think it should be done), unless we use the “strategic redeployment” action (a thing incompatible with LOTR warfare) we won´t be able to locate garrisons in non-national provinces, remember when you build a unit you are limited to deploy it in provinces with which you begin the game as national ones, and if you want to garrison an overseas territory you must send the unit by ship, but, even if you do so, you can´t deploy a garrison in an inland non national province unless you use redeployment. Any suggestion ?
11) The same case that Elven and dwarven warriors, a unique unit for Mordor, Isengard and Misty Mountain Orcs (unique but not the only). Cheap and quick to build; because evil powers will have manpower bonuses through technology (simulating orcs hordes availability) this unit will be present in great numbers (we can design AI according to this also). Very low morale and organization (the term “cohesion” proposed instead) values, a slight bonus when fighting on mountains, affected by day light and better fighters on night (as orcs were sensitive to sunlight), very weak against cavalry, can be reinforced with attachments such as tank_destroyers (Trolls), light_armor_brigade (chosen wargriders), anti_tank (orc spearmen), sp_artillery (siege craft) and artillery (orc archers), we can also design events to make them very likely to disband when not under a strong leader.
12) This unit will be the last resource of men race countries and only military of lesser peoples like The Shire. Little worse fighters than orcs but with better morale and organization. Cheap and quick to build. Will have a small bonus when fighting in urban terrain and forts. Some people like the haradrim will get to their militia units bonuses when fighting in jungle, desert or other terrain types, always through technology.
13) As I explained before, the Nazgul will be the only air unit in the Mod, available for Mordor. This country/evil realm will begin the proper scenario with only 1 Nazgul unit and an air base (let´s call it Evil Fortress) at Morgul (maybe also Dol-Guldur, not figure it out quite well yet). It will be deadly for no one will have air protection except for elves in a low degree, but cannot operate beyond his range. The available range will be expanded through proper techs available to Mordor. Besides, whenever Mordor conquers an enemy capital, will gain through an event an air base there. The Istari Protection brigade I proposed at 24 will be the attachment to men and dwarves units a Mage such as Gandalf in order to resist the Nazgul effect.
14-18 Naval units
I think they can keep the same as HoI2, but won´t need oil, instead more resources. If anyone knows how to make a unit needing another resource besides supplies and oil, please be my guest for it make possible many other ideas.
The 16 Corsair warship will be unique for Umbar, representing their piracy tradition with very fast, maneuverable and good fighting ships. The only thing to change is to give it greater range (just a little bit).
Mordor, Isengard and lesser peoples will have only transports or transports and destroyers (warships) or none at all.
As for brigades I think there very good ideas posted before and this forum. The ones I propose only add some new ideas, as for instance the Istari which I´ve explained in 13. The number 21 will be axemen, trolls, olog-hais, etc., according to the country/people. Anyways, post your comments.