dose this mod work on steam ???
In the upcoming release (whenever that may be), how will elf populations be handled?
"In the name of God, stop a moment, cease your work, look around you. "
-Leo Tolstoy
Settlements with elven population will have extremely low pop, and extremely low pop growth (even for mannish factions, as a shift of power doesn't mean change of inhabitants). Mannish settlements that Elves might conquer will have some pop growth penalties, but not much; Elven units will not be recruitable outside elven lans anyway, probably.
What's the rationale for the pop growth penalties, if you won't be able to recruit Elven units in those settlements anyway? Only thing I can think of is if you want to prevent the Elvish faction from building certain buildings in Mannish settlements - but again, that would be the sort of thing you could just limit to their Elven homelands in the first place.Mannish settlements that Elves might conquer will have some pop growth penalties, but not much; Elven units will not be recruitable outside elven lans anyway, probably.
On second thought, maybe the idea is to keep those settlements small & poor, to limit the AI (& player) Elven expansion. Hmmm...
I like the idea of Elven units limited to certain homelands. Maybe the Elves could recruit some Mannish (or even Dwarvish?) "allied" mercenaries at the settlements they conquer - perhaps only at a quite high city level, or in extremely small numbers - just to give the Elves the ability to train *some* military units. The Dwarves could have a similar mechanic.
That way, even if you saw the Elven/Dwarven faction conquering some territory, the actual troops responsible might be their loyalists, and so it wouldn't feel so unrealistic: they'd be a largely Mannish military force, loyal to the few Elven/Dwarven leaders scattered about.
Of course, the devs will undoubtedly come up with an elegant & satisfactory solution.
The pop growth penalties for mannish regions under elven control would be attributed to a small level of migration (some people not wanting to be under elven/dwarven control) and a change to the administration style, which would be geared towards a slower development pace, given who the new rulers are.
Elves and Dwarves will have mannish units (militias) available in non-homelands, but very very limited. In certain regions they might get some more/better units, depending on faction relationships (eg Dwarves would get higher level mannish troops in Barding regions).
That sounds very cool - Dwarves training some midlevel Barding-style units in certain regions.
For the Elves, maybe some middling "ranger" style mannish units in Eriador regions?
It'll be very interesting to see how the Eriador area shapes up in the final map. One of the screenshots I saw a few months ago showed a town which I assume was Bree, and another settlement which must have been Annuminas. I know Hobbits were essentially out of this mod - which makes sense - so I'm guessing Bree might be the settlement of the "Shire" region. But I'm very eager to see how you guys decide to split up the rest of Arnor!
Thanks, Aradan. I'm really looking forward to this. Will Rohan have good relations with the Dwarves because of the Aglarond colony?
"In the name of God, stop a moment, cease your work, look around you. "
-Leo Tolstoy
D'oh! Well that promises to be more interesting, then!I can safely say your assumptions about Bree and the Shire are mistaken.![]()
It's good there aren't *too* many factions that are locked in permanent alliance - otherwise, the poor bad guys would get beat up far too easily.
Hi,
I downloaded the recent full 2.6 verison thing, then i downloaded War of men, but is says something about getting a hotfix again, and how do i install the hotfix cuz the .rar file has a bunch of stuff in it when i extract.
Also I found 2 bugs, one is that whute company does not shoot when you order them to, you have to press on free fire mode. Also the game crashed when my armies retreated on battle map, after they could no longer retreat on campaign map and were forced into battle.
Detailed installation instructions for everything (incl the Hotfix) here: http://www.twcenter.net/forums/showt...95#post7500195
Spoiler Alert, click show to read:
White Company is a 'precursor' unit, not a regular missile unit, in order to avoid RTW's foot missile bug, (which makes regular archers under AI control not fire when the enemy is in range, but move very close to the enemy before doing so, which gets them killed. So, you must either use fire-at-will or them, or target a unit, wait for them to fire, stp them before they charge the unit, order them to fire again, etc.
Does the CTD occur repeatedly or just once? It does sound like a vanilla CTD, not something mod-related.
This may not be the best place for a question of this nature, but is there a simple way to make the alliance between Rohan and the Reunited Kingdom unbreakable in the current release (by the same means as Dwarves/Dale), or does it require a good deal of scripting?
"In the name of God, stop a moment, cease your work, look around you. "
-Leo Tolstoy
Will there be a different culture and/or religion for the Elvish/Dwarven factions, in order to make it harder for them to hold Mannish regions (and vice versa)?
Right - sounds good! It would be nice if some of the rebel-held "Dwarvish" settlements (like the one in the mountains east of the Sea of Rhun) had that Dwarvish culture too, so the Mannish factions are less likely to hold it.
Having a few Dwarf-towns scattered around the map as conquest targets for that faction might be a good thing in general, of course.
Speaking of that, has there been discussion of what to do with Aglarond in the next release? Just wondering if ownership of that settlement might shift from Rohan to the Dwarves.
That makes sense. I was just thinking about any & all possible Dwarf regions that would make any sense, but you're right that they'd be quickly swamped by Rohan.
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