If you agrre cold you remove the bodyguards and replace them by infantry,
http://www.twcenter.net/forums/showt...961#post108629
If you want, colud you limit the large city and minor city development as huge city. Becaus I think, tah t will be more respect tolkien univers and add strategy to the game. We must control strategic settlement not a group of villages.
Have a nice day !
i think that maybe fits more for baron compilation, sounds like something he can do
Those who fear the darkness have never seen what the light can do...
I don't know if you were planing to make generic settlements for rhun, but I think it would be nice to make them look like babylon
I have no memory of this place.
yeah.. I can't wait to see how would the Dwarven generic settlements looks like
@KingKong & other TATW staff
Just a few suggestions in case you have missed previous posts.
1) Intro video even though it is already amazing and fits with the mod perfectly, what do you think about a completely new one to show the new features of this wonderful mod ? I have followed this mod since the release of 1.0 and it gets better every single update.
I think it would be nice to see the intro to show an army attacking Minas Tirith or (if its possible) show some heroes at the council of Elrond ? Just an idea...im sure nobody (including me) will be disappointed if you do not like the idea
2)I have no idea if this has already been planned to be implemented or not but the bow string animation for all archers ?
This is my favourite part of playing the Elves watching some Eldar archers prepare arrows and slaughter some Goblin Infantry. Just curious why only the good factions have this animation ?
3) Absolutely amazing suggestion by 'Death's Deputy'
Spoiler Alert, click show to read:
Looks like Germanicus5 likes the idea but I hope you approve also
Spoiler Alert, click show to read:
4) Mercenaries.....I posted about this in another thread
Originally Posted by lolIsuckThese ideas in my opinion would be perfect for invasions.Originally Posted by Mau5Warrior
5) Historical Battles and scripted invasions.
In Barons sub mod their is a feature which I think should definitely implemented into the next patch/version.Originally Posted by Mau5Warrior
When playing a Silvan Elves campaign, during the 50th turn i think, a box popped up stating an army from Dol Guldur is marching on Lothlorien. Within 3 turns an army of Mordor attacked Galas Galadhon and I had a very exciting battle in a settlement which the enemy never attack (in my campaigns)
If this feature was used it would bring much excitement to the campaign being able to fight on custom settlements based on the movies.
http://www.twcenter.net/forums/showt...8#post10795488
EDIT:
6) I almost forgot.... leos custom settlements are beautiful and definitely deserve to be implemented
http://www.twcenter.net/forums/showthread.php?t=494054
Thanks to anyone who reads this and hope many agree to these suggestions
Last edited by Mau5Warrior; January 13, 2012 at 12:19 PM. Reason: Leo's Custom Settlements
Follower of the one and only..... Joel Zimmerman
All the gameplay is good enought and the changes would make it even better. Only things I would like to see are additional (mostly AoR) units (and new "real" settlements in the future). I thought about it for some time trying to find some good ideas for them being lore accurate also. I found a few:
Warriors from Lamedon - less armoured than Axemen of Lossarnach, with similar attack (though not AP) but to be recrutible just from the start of the game (or at least few turns into it) - good starting shock infantry.
Soldiers from Dol Amroth (using pikes) - armoured just like average Gondor soldier, with attack less than other 2 pikemen units, to get with other "regulars" - the creation of this unit would help to somehow balance the game, other two pike formations are: Osgiliath Guards - as some say, far over 150 turns before you get them, recruited in the city that many times when I played (no matter what faction) was the main theatre of war in Middle-Earth; Fountain Guards also to get after tens of turns, slow replenish rate (12 turns?) and in situation when you lose Minas Tirith you are left completely without one unit of pikemen to recruit.
Black Guards form Barad Dur - better armour than other Mordor orcs/uruks, good shields, reliable attack (probably sword) and immunity to fear - I've always missed some unique Mordor "capital" unit
Blackshields form Gundabad - good armour, good shields, good attack, strong resistance to fear - somewhat lesser version of Black Guards mentioned earlier, I think this faction deserves an unit like this
Dwarven Shieldbearers (or whatever you'd call them ) - much better armour and slightly better attack than Dwarven Noblemen - as I checked the stats of dwarven units it turned out that the bodyguards are inferior in most terms than Iron Guard. Well, although it could be easily agreed that the bodyguards shouldn't be too pumped up, it has to be considered that it's not a cavalry unit (where charge makes them that strong and valuable) so it would be good to strenghten at least one of this units (making it some sort of a tank, still being able to deal some sort of damage like other average dwarven units, but mostly relying on it's ultimate defence and minimising it's losses during the battles), the one belonging to the Dwarven king (as we all know, dwarves are very rich, archmasters of blacksmith, making good use of mithril, I don't see a reason why their king shouldn't have a handpicked unit of the best (and probably the richest) soldiers of his kind in the whole Middle-Earth).
And the last but not least. The unit that probably would have a hardest way of making it to the mod, Castellans from Dol Guldur - being similar to dismounted Black Numenoreans - As they are foot soldiers they shouldn't be considered as bodyguard unit (when all other Mordor generals would use cavalry) for the one residing in the stronghold. Instead they should have long replenish rate (I'd say similar to Fountain Guard) and an attribute known from M2TW: Crusades. The marshall or constable unit (I'm not sure which one of them, or maybe both?) was only one of it's kind. After recruiting you couldn't get the second but as soon as the first one died, the next one was available to recruitment. I think it won't be hard to do here.
.
Last edited by leo.civil.uefs; January 13, 2012 at 11:58 AM.
And I forgot about one unit that would be nice to see. There is a possibility to recreate kingdom od Arnor. First time I've seen it I thought it would be nice to have a chance to recruit some AoR unit in Minas Morgul (previously Minas Ithil). Looking like the soldiers of the Last Alliance depicted in the siege of Barad-Dur and later at the Gladden Fields, wearing their black-and-silver armour, emblems from this times and those characteristic "winged" helmets. It would be so epic I won't even care if they are archers, swordsmen, spearmen or cavalry
All the gameplay is good enought and the changes would make it even better. Only things I would like to see are additional (mostly AoR) units (and new "real" settlements in the future). I thought about it for some time trying to find some good ideas for them being lore accurate also. I found a few:
Warriors from Lamedon - less armoured than Axemen of Lossarnach, with similar attack (though not AP) but to be recrutible just from the start of the game (or at least few turns into it) - good starting shock infantry.
Soldiers from Dol Amroth (using pikes) - armoured just like average Gondor soldier, with attack less than other 2 pikemen units, to get with other "regulars" - the creation of this unit would help to somehow balance the game, other two pike formations are: Osgiliath Guards - as some say, far over 150 turns before you get them, recruited in the city that many times when I played (no matter what faction) was the main theatre of war in Middle-Earth; Fountain Guards also to get after tens of turns, slow replenish rate (12 turns?) and in situation when you lose Minas Tirith you are left completely without one unit of pikemen to recruit.
Black Guards form Barad Dur - better armour than other Mordor orcs/uruks, good shields, reliable attack (probably sword) and immunity to fear - I've always missed some unique Mordor "capital" unit
I'm sorry I had to spread my message into few posts (and I even didn't end yet), but anybody know why I can't send the rest of it? I tried to post the whole but without the result, I've send 40% (previos post) and it showed up but I still can't send next part of it (being shorter than that one). At first I thought it's too long, but no. Are there some words, combinations of letters or signs that could end in the refusal of posting it?
Last edited by Seleukos_I.; January 13, 2012 at 03:58 PM. Reason: Triple Post
Blackshields form Gundabad - good armour, good shields, good attack, strong resistance to fear - somewhat lesser version of Black Guards mentioned earlier, I think this faction deserves an unit like this
Dwarven Shieldbearers (or whatever you'd call them ) - much better armour and slightly better attack than Dwarven Noblemen - as I checked the stats of dwarven units it turned out that the bodyguards are inferior in most terms than Iron Guard. Well, although it could be easily agreed that the bodyguards shouldn't be too pumped up, it has to be considered that it's not a cavalry unit (where charge makes them that strong and valuable) so it would be good to strenghten at least one of this units, the one belonging to the Dwarven king (as we all know, dwarves are very rich, archmasters of blacksmith, making good use of mithril, I don't see a reason why their king shouldn't have a handpicked unit of the best (and probably the richest) soldiers of his kind in the whole Middle-Earth).
And the last but not least. The unit that probably would have a hardest way of making it to the mod, Castellans from Dol Guldur - being similar to dismounted Black Numenoreans - As they are foot soldiers they shouldn't be considered as bodyguard unit (when all other Mordor generals would use cavalry) for the one residing in the stronghold. Instead they should have long replenish rate (I'd say similar to Fountain Guard) and an attribute known from M2TW: Crusades. The marshall or constable unit (I'm not sure which one of them, or maybe both?) was only one of it's kind. After recruiting you couldn't get the second but as soon as the first one died, the next one was available to recruitment. I think it won't be hard to do here.
I'm sorry I had to spread my massege into few posts but anybody has any idea why it didn't show up at first? Is there some "ban" on the length of messages?
Yes new rule, you can't edit untill you have 25 posts and maybe a week or 2 week membership. Spambots abused the edit post thing by posting a normal post and then editing it into a spampost or something like that
Probably it's because I'm new I've wrote my quite long message, posted it and recieved information that it will be posted after the moderator accepts it so I closed the forum and started to do other things. After 2 hours I recalled I've forgotten one thing and wrote it and saw it appear immediately so I thought that something wrong was with the first one. Tried to post it again, no result. I split it in nearly half and it showed up but the next part didn't :/ I've searched in google for solution but found mostly questions only few of them answered that the moderator has nothing to do and I have to remade my post on my own.
So it'll took me 25 posts or longer membership to tidy this mess editing my posts, and be possible to "truly" take part into the conversation on my own?
First of all I am new to the mod and I am playing the orcs of the misty Mountains. My only relations I have had with the LotR franchise is watching Peter Jackson's movies and playing the Battle for Middle-Earth by EA. So I am in war with the silvan elven armies and I have to say that I lack great infantry. In BfME I played as Goblins, and I remembered I could reqruit half-troll marauders and half-troll swordsmen. Are there these units in TATW? If not, and they are mentioned in Tolkien's books, you could add them I guess, so that OotMM could have more chances against superior elven and dwarven armies.
Concering orc factions:
I understand that the orc factions lack cavalry because they have troll units, but why are the warg-raiders in the evil factions so weak? Even against the lightest cavalry units they expirence many losses and have a weak moral. I find that such big beasts should be more powerful. At least the charge value of wargs should be higher than of most horse cavalry as I imagine wargs jumping an biting at their prey.
Maybe more different warg raiders would be an improvement, like mounted archers, armored wargs etc.
Btw, why do they sound like as if they had hooves?
mixed units
What about mixed units of dwarves and men or men an orcs, e.g. as mercernary units?
Just a tiny suggestion. Wouldn't it make sense to give Silvan units "Combat bonus in woods"?
Don't they already have that?
Spoiler Alert, click show to read: