Some Suggestions:
- don’tgive Rivendell walls on the strat map like Caras Galadhon, because Elrondcannot sally with -200% movement caused by Vilya (problem: you can be trappedby a little force of orc rabbles sieging you down, and worse is you cannot enjoythe beautiful battle map of Rivendell – I solved the problem by modifying Vilyato full movement)
-You can hand Elrond's ring off to other characters to let him out and about; I ended up eventually enjoying the no sally thing almost as a feature as you occasionally need to worry about defending Rivendell but changing the movement points penalty for Vilya could also be a decent idea, what about making it -90%MPs?
-Otherwise largely addressed in my wee mod (link at the bottom) by tweaking the orc faction into being a bit more aggressive
- placea good stationary mordor general into Minas Morgul (maybe Gothmog) with a gooddefence ancillary and -200% movement to make it harder for AI-southrons tocapture this city (in my Noldor campaigns they always capture it!)
-addressed by tweaking campaign values in the little addon
- Elvenwatch towers (little trees maybe with or without platforms)
- Rangerstrat map models and tiny ruins as watch towers for free peoples (hmm…guessthis is an older suggestion either…)
-Cool idea, I like it, but haven't the skills or tools necessary to make that one happen sadly
- Arwenas diplomat, cavalry combat unit or ancillary for Elrond
-Done, in the addon, Arwen is implemented as a cav (helmingas) unit in all campaigns
- mapsfor Nenuial (ruins of the old library etc.), Tharbad (ruins river map) andFornost (the old Arthedain fortress)
-Do you mean more custom settlement battle maps?
older suggestions:
- resurrection of Arnor script
-Kind of working on a provincial campaign that is almost this
- a real Balrog for Moria (guess it is already under construction…)
-There is a balrog in the Free Peoples Campaign but it's in as an assassin and I think removed for all other campaigns
- bonus for Anduril against Sauron
- maps for Barrow Downs and Ruinsof Tharbad
- Farmers and Villagersrecruitable for free peoples
-I think these might have been removed as buildable units because they make the FP ai behave stupidly
- other captains for freepeoples, they don’t really fit for the rangers and other units, a rangercaptain that leads the peasant militias would be nice
-Done, already implemented in the addon
- spearcarriers as peasant ridersfor free peoples
-that could be a good idea, I just made merc troops (incl freeriders) available instead seems reaonable that the peaceful free peoples would rely on mercenaries for their fighting doesn't it?
- gandalf as single rider orfireball (elephant) as I saw in the unit script for free peoples when he returns
- radagast as diplomat for freepeoples
- lossoth as mercernaries in thenorthern waste (didn’t they exist in older versions ofthe mod?)
-They still do exist, just rare and you need to go far up north
Comments:
- Returnof the Noldor! Beautiful units!
- AISouthrons overrun east and south eastern Gondor very quickly and I almosthaven’t seen a Mordor force in Gondor in my Noldor campaigns (maybe becauseSouthrons tend to capture Minas Morgul quickly)
-the main thing I'd aimed to fix in the addon (link below)
- Verynice new ancillaries!
Otherissues:
- Isthe force diplomat script disabled in 3.02? I seems to be not working…
-it definitely works, open diplomacy, click help, click 'show me how' and it should force your diplomacy in all but the most ridiculous cases (you generally must both offer and demand something)
- Youcannot recruit High Noldors in Rivendell’s Foundry of Manwe, can you?
-Nope, Noldor units actually recruited from a seperate building which is genrated by a script when the Noldor conditions are met, and since the theory is that they're returning from the sea (I think), they can't be recruited at Rivendell
- Battle map of Cair Andros crashes with Aireinforcements
- Iwatched a ring wraith running around with the one ring for several rounds…thetrigger to bring it to Sauron might be disabled…?
-the script works it's just not automatic, there's a random percent chance involved in every turn, gives the wraith a chance to die/lose the ring or be stopped by the player