Similar to the other topic for general issues with v3.0 (which can be found here http://www.twcenter.net/forums/showt...-%28General%29), this thread is intended for discussions regarding potential work that can be done for the campaign.
Properly/fully testing the campaign basically requires a complete (and long/slow) playthrough with each faction. This is more work than the devs or even the beta-test team could really take on so I've made a list below of all the available factions and wanted to see if anybody in general would be keen to take on doing a thorough playthrough of a particular faction, taking notes along the way, and then posting any results. This would probably be useful for identifying potential bugs or any areas that could still use work. The list is below and I'll periodically update it with notes as/if they are posted.
Main playthrough 'to do' items:
-do a full playthrough for the faction conquering all/most of the map (so go beyond the simple victory requirements)
-take notes during playthrough and then post a summary of bugs/suggestions once complete
-Try to mostly fight battles (avoid autoresolve where possible)
-anything else? Can anybody think of important additional things to do?
Faction list (which will be updated with notes as/if they come in):
Gondor
Rohan
Dwarves
Noldor Elves
Galadhrim Elves
Silvan Elves
Isengard
Mordor
Orc Rabbles
Easterlings
Southrons
Dunlendings
Dale
Free Peoples
General Campaign Notes so far ('?' marks indicate items I'm still not sure about):
-Scripted Reinforcements for Minas_Tirith and Helms_Deep are generated not on the regular part of the strat map and therefore cannot be attacked or engage in battles as reinforcements, even if they are on an otherwise connected hex. (Fixed in 3.2 patch)
-Campaign balance should be more in line with lore?-Maybe just boost Isengard and Mordor slightly when playing as the 'good' factions? (Fixed in 3.2 patch)
-Remove HD and MT reinforcement scripts when playing as good factions?
-Remove gold armour upgrades for Gondor? (unless capture dwarf/elf cities with existing top-level forges?)
-decrease morale slightly?
-->nope, high morale needed for campaign balance and ai factions developing experienced units
-Farms +3 text description for mordor (maybe all evil factions?) is the "warning text should not appear on screen" text
-Troops and generals in campaign map with vanilla voices
-Add text notes for new player to warn of incoming Mordor and Isengard scripted armies?
<<<<<<<<<<Southrons>>>>>>>>>
-Mumakil autoresolve massive imbalanc
<<<<<<<<<<DWARVES>>>>>>>>>
-Merc Dwarf miners no merc recruitment unit (#unit) card
-dwarf emmissary _info pic missing
-Dwarf buildings problems
-cannot grow settlements (riots ensue) (Fixed in 3.2 patch)
-Dwarf standard settlement AI (in battle maps) kind of wonky because of the mountain paths - maybe close those off? Make them simple straight ramps? Also remarked that the game pauses (nearly crash) while a defending AI army deploys it's troops prior to a battle on dwarf settlement maps.
-Dwarves have the occupy, enslave, exterminate option available in some regions (those with dwarf resource I think) - elves also sometimes have the option. --> Maybe on purpose?
-Goblins in campaign against dwarves will frequently initiate attacks, then form up in tactical only to immediately withdraw (ie. dwarf army, even with cavalry would have no chance to catch them)
<<<<<<<<<<GONDOR>>>>>>>>>
-Gondor .info image missing for hobbit militia (probably all factions other than free peoples)
<<<<<<<<<<MORDOR>>>>>>>>>
-some orc generals look like Nazgul on strat map and on battle map
-(CapnDan 3.0)updated slave buildings text descriptions, they could still be improved to better outline the benefits of these buildings though


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