Trying to Make Lord of the Rings mod

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Lunaticus_matrixforum
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RE: Trying to Make Lord of the Rings mod

Post by Lunaticus_matrixforum »

Yes, all the credit for the work on the excellent Lord of the Ring mod goes to Grymme (I am only playtesting and made a small suggestion above concerning correcting a strange behaviour....).
And as a small addition I definetely think the AT engine also has a lot of potential to model a conflict with the interaction between large scale combat units and individual heros which fits nicely into fantasy or sci-fi scenarios....
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Erik Rutins
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RE: Trying to Make Lord of the Rings mod

Post by Erik Rutins »

Whoops, guess I was talking to both of you! Thanks for the clarification.
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RE: Trying to Make Lord of the Rings mod

Post by Lunaticus_matrixforum »

I think this is a very fun scenario and I am already hoping that once we finish the current game I get a chance to play again on the light side.

Two small things I noticed:
- If I am not mistaken I got a second report that the Corsairs of Umbar joined?
- Actually this turn the game crashed on me when I hit the "vs SFTypes" button again....

Concerning play balance I think it is too early to tell...
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RE: Trying to Make Lord of the Rings mod

Post by hatemf90 »

hi,

I have a few suggestions:
- If I am not mistaken I got a second report that the Corsairs of Umbar joined? (happened to me as well)
- The Grond is moving very slow no matter how many wagons i send to it
- Completing Unit descriptions would be nice [:)]
- Decreasing the power of Pikes and archers, making them cheaper to build, and require less supply, so it would cost the same and fight the same just in more numbers, so it would be closer to numbers as infantry (closer to reality). (10 archers = 40/50 archers?) just a suggestion [:)]
- also 2 units of the same type appear in the same formation when i send cavalry to a unit with cavalry, it looks like this:

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and a question:
do Pikes have advantage against cavalry, and archers against infantry? i.e. if i see a cavarly unit should i send a Pikemen unit to it?
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RE: Trying to Make Lord of the Rings mod

Post by Grymme »

Hi
 
Thanks for all suggestions.
 
I think there is something wrong with the Umbar event also. It always triggers on the first turn. I didnt get the message twice though.
 
Longbowmen are based upon the original mortar with some tweaks. But also have som AA value.
 
The Grond movement i also discovered. It seems that you cannot combine two horses to carry an object with weight higher than 10. I thought that was possible. Since it weighs 50 it will always move slow (but you can strategicly transfer it)
 
Pikemen are based on original bazooka. Should be good against heavy cavalry, beasts and ents. (hmm... i probably missed to make them good against light cavalry).
 
Havent fixed the compare SFTs yet.
 
The different light cavalry are probably because they are from different peoples.
 
There are a lot of such small bugs/misses in the scenairo. But nothing with major impact so far. I will get to all these eventually. But probably not until test game is finished. Also i am working on another huge modding project. Have spent some 50h on it so far. Will probably spend around 150h more. 
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Mrtyphoon
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RE: Trying to Make Lord of the Rings mod

Post by Mrtyphoon »

This is great but just a small note to remind Grymme on the peoples issue. I'm Producing Elves Numenoreans and Humans as Lorien. Will note the details of where next turn.
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rominet
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RE: Trying to Make Lord of the Rings mod

Post by rominet »

I have spent 40 PP to gain beast/Eagle possibility but it doesn't
appear as unit to be built in my production center.

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So, i have lost 40 PP for nothing and i can't rebel against Isengard's air superiority.[:(]
Where am i wrong??
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RE: Trying to Make Lord of the Rings mod

Post by Lunaticus_matrixforum »

Hi,
I checked in the game settings (Grymme: I hope you do not mind) and it seems that the Rohirrim have set building flying units to off. So they can never build them.
@Grymme: Is this intentional or not-intentional?
Best Regards

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RE: Trying to Make Lord of the Rings mod

Post by Grymme »

That one was actually intentional. I was thinking that Orcs of the Misty Mountains and Rohan wouldnt be able to build them (felt to "unhistorical"=. I am however not at all sure whether i will keep it this way. So this feature might very well be changed.
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RE: Trying to Make Lord of the Rings mod

Post by Lunaticus_matrixforum »

Ok but we as the playtesters in LotR still need to discuss how we go about Rominet's issue as I understand he spent he lot of ressources on a topic he cannot use. Things like that happen in a playtest but then these cannot be known by all players in advance.
Any suggestions how we should move forward here?
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rominet
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RE: Trying to Make Lord of the Rings mod

Post by rominet »

OK, thanks both of you for quick answer.
So, i am going to continue to cry.[;)]
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rominet
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RE: Trying to Make Lord of the Rings mod

Post by rominet »

ORIGINAL: Lunaticus

Ok but we as the playtesters in LotR still need to discuss how we go about Rominet's issue as I understand he spent he lot of ressources on a topic he cannot use. Things like that happen in a playtest but then these cannot be known by all players in advance.
Any suggestions how we should move forward here?

Don't use your aviation ... too much[;)] and for the next version, please delete the action card.
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RE: Trying to Make Lord of the Rings mod

Post by Grymme »

Maybe Isengaard could agree to keep 40PPs saved for the remainder of the game. Otherwise i could....
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RE: Trying to Make Lord of the Rings mod

Post by Bombur »

A few issues I found in playtest

1-Light cavalry is rated as infantry and upgrades to infantry 2, it should be more like a light tank
2-The harbour of Gondor in the South starts withouth any garrison, it´s impossible to defend it against the Umbar fleet, given it´s farf from Dol Amroth.
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RE: Trying to Make Lord of the Rings mod

Post by Lunaticus_matrixforum »

Isengaard would agree to the suggestion that we will keep 40 Political points and not use them for the remainder of the game. Ok for you Rominet (and the others)?
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RE: Trying to Make Lord of the Rings mod

Post by hatemf90 »

Do like me Bombur, build a 100 wagons... instead of building an army.. lol
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rominet
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RE: Trying to Make Lord of the Rings mod

Post by rominet »

ORIGINAL: Lunaticus

Isengaard would agree to the suggestion that we will keep 40 Political points and not use them for the remainder of the game. Ok for you Rominet (and the others)?

Ok for me.
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RE: Trying to Make Lord of the Rings mod

Post by Lunaticus_matrixforum »

So be it. Once I have the 40 political points together I will start to use my dragons again so be warned...
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rominet
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RE: Trying to Make Lord of the Rings mod

Post by rominet »

ORIGINAL: Lunaticus

So be it. Once I have the 40 political points together I will start to use my dragons again so be warned...

Anyway, i can do nothing against your dragons ... so [:(]
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RE: Trying to Make Lord of the Rings mod

Post by Lunaticus_matrixforum »

Well as this is a testgame I think we can discuss strategy (which we would not normally do for a running game in a competitive setting):
I actually think that Dragons are not that strong. They have only 200 hitpoints IIRC and will be killed outright if they charge into a stack defended by longbowmen. What is different in this scenario is that there are no units I know of who have air defense for neighbouring hexes, but each hex can be defended by a good distribution...
Or am I missing something here?
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