Board Thread:General Mod Discussion/@comment-25981649-20170624004847


 * This is not a suggestion- but rather an overview over all the 'little' things that would technically make the mod canon (cumulatively it's rather large) wether it is for the good or the bad is up to me and!***

Mobs* Mobs now recieve buffs fighting units shorter than them unless otherwise specified.

Captains would have a hiring cool down which aligns with the rarity and price of units. (ie. you can hire 50 orcs before cool down, but only 30 elves, etc)

Mounted Units should always deal bonus damage to any non pikemen units

Dismounted units always deal bonus damage to pikemen.

Pikemen should always deal bonus damage to mounted units, and are hired and spawned separately from regular units.

Uruk Berserkers deal bonus damage against cav but don't take bonus damage from dismounted units and Eorlingas deal bonus damage against dismounted units but don't get bonus damage from pikemen.

Snaga / Lesser Orcs: Ranges from 13-15, most common being 14, they are the same size as Hobbits. Would receive dart-throwers as a ranged unit

Orcs: Ranges from 15 to 17 health, most common being 15. All Orc Chieftains are considered to be Uruks, and retain their Health. They are a little bit taller than Hobbits Would receive dart-throwers as a ranged unit.

Isengard Uruk-hai: Ranges from 17-21 health, most common being 18. They are considered now to be more of a strong middle-infantry instead of a heavy infantry. They are a little bit taller than current orcs, but thicker.

Crossbowers would be removed.

Gundabad Uruks Range from 19-22 health, most commonly 22- they are slightly taller than humans. These are NOT the bodyguards of Bolg- those would have the same stats as Black Uruks

Black Uruks 26 health constantly, they are the same height as they currently are.

Wargs Similair health range as horses- albeit lower.

Uruk Berserkers: 40 health, be as tall as they currently are but wield no armor except helmet, have resistance and would require a special task to be hired.

Olog-hai Swap health with Mountain Trolls. Should get a slight debuff fighting pikemen

Mountain Trolls Swap health with Olog-hai. Deal more damage, have a battle axe weapon model, and deal no knockback.

Mirk-troll Does a swipe-attack instead of a single person attack, which gives random chances to inflict damage.

Human Civilians: 18 health constantly.

Good Levymen: 19 commonly, 20 health uncommonly, suffer penalties in darkness

Lamedon: Hillmen have 21 health.

Evil Levymen: 19 health constantly

Moredain: Civilians would have 19 health, Warriors would have 21 health Would always start with a spear.

Tauredain Civilians would have 19 health, Warriors would have 21 health

Dunlending Warriors: Would have 19 health, and be slightly shorter but stouter than other humans. They would use stone-bronze level equipment (Credit to Ithillion)

Swan Knights: Would have 24 health- same as current tower guards: they are slower than most units, but not by much. They deal extra damage on horseback to NPCS (except Berserkers)

Rohirrim: Gain an extra bonus fighting NPCS shorter than them (stacks on horseback). Suffer penalties fighting Berserkers, Reavers on horseback, suffer penalties fighting same-height units on ground

Rohirrim Shieldmaidens: Would receive a tiny buff fighting larger units, receive a tiny debuff fighting same-height units.

Elves: Would have 26 health, except for High Elves and Rivendell Elves, which would have 27 health. They would still switch in between bow and sword, but would have a cooldown delay when switching.

Order of the Bladorthin: Would have 24 health, start off wielding throwable spears

Dunedain: Civilians should have 21 health, Rangers should have 25 health. Tower Guards should have 25 health

Dwarves: 24 health, have a strong buff fighting orcs, but recieve penalties fighting taller units. Are slower than most units.

Boar-riders: Would be replaced by pony-riders.

Vintner Guards: Would start off wielding throwable spears. Crossbowers would be removed.

Dalish Soldiers: 20 health constantly, wield 13 protection armor.

Rest don't need to be changed. Future story units would have above 30 health, but as of now these are all mostly mainline units which shouldn't be so powerful.


 * Armor:*

Orc Armor: 13 protection points, should be craftable with any better-than-iron ingots available (elven, dwarven orcish, etc) to symbolize their scavenging nature.

Uruk / Gundabad Uruk Armor: 15 protection points, would be made slightly cheaper to make.

Black Uruk Armor: Stays the same, but gives a very slight slowness effect to players

Elven Armor: 16 protection points, Wood Elves would have 14 protection points but they craft the armor with elven steel and leaves. Dorwinion Elves would have 15 protection points, and

Dunlending Armor: Crafted with leather and fur, would give 11 protection points, and be wielded by all dunlendings

Berserker Helmets: 1 protection point more than normal.

Near Harad Warlord Helmet: No difference in protection- has a tiny, rare thorns effect.

Blue Dwarven Armor: Should have a slight stronger resistance to fire than regular Dwarven Armor.

Morgul Armor Gives 16 protection- a possible buff for the Morgul Armor could be that it lowers the surrounding light level by a lot- allowing orcs to not gain any weakness / slowness effects in the sun Fire damage should deal extra damage to anyone wielding a full set of Morgul Armor A short Weakness should be given to surrounding enemies when encountered for the first time.

Dalish Armor: Should be crafted with leather and give 13 protection.


 * Weapons*

Moredain All Moredain weapons should be poisonable with the exception of the club. They should also receive a sword-like weapon.

Tauredain. The current Tauredain Sword should have a slightly slower swing speed and deal slightly more damage

Dunlending: Already gone over by Ithillion- Iron throwing axes used by Dunlendings should be replaced by franciscas

Crossbows should be removed.

Orc Darts, should replace Crossbows and have the same crafting recipe as a crossbow bolt, have a slower throwing speed than a Tauredain Dart, deal more damage than a Tauredain Dart and require no blowgun. They would be operated by Orcish Dart throwers.

Dol Guldur All DG equipment should be poisonable, except the mace.

Gundabad Uruk Should be craftable using Dwarven ingots as well.


 * Misc*

Man flesh and Suspicous Meat should be placeable on kebab stands

Orc Steel should not require extra coal.

All axes should have 1 bit,

Troll Bones should deal more damage than just by hand and give knockback

Bones should be edible if you have 100 w/ any Orc faction

Halted units should gain a slight resistance bonus.

This is in no way the end of the list, and is entirely up to debate! What's more- I specifically tried to contain this suggestion in the little things that should be 'changed' and not added, or require little effort to add.

Thanks for reading! 