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Thread: Divide and Conquer - Public Beta Release - Preview in post #3249 - page 163

  1. #581

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Quote Originally Posted by jedi7000nathan View Post
    I think another problem is Gondor's garrisons and armies aren't large enough to counter the Mordor and Umbar stacks, somehow the Witch-King shows up with a full stack and attacks Faramir in Ithilien where he only has one ranger battalion and archer militia battalion, also there seems to be a problem with Ithilien, Faramir and his rangers are supposed to ambush and thin Mordor's armies not stay and get besieged in Hennath Annun, something needs to happen to fix that, as in either give a few armies with Rangers at ambush positions or give a way to withdraw his forces to Osgiliath or Minas Tirith if Mordor begins to overwhelm Ithilien because once it falls, Mordor merely needs to capture Osgiliath, cross the Anduin and grab Minas Tirith
    We are balancing all the factions, we need your reports on wider campaigns. Your ranger ambush idea is good but the AI won't use them, they will move the army instantly to better defend the settlement.

    Quote Originally Posted by hortanium View Post
    No idea if this is intentional but after taking Argond as Northern Dunedain I only have access to militia yet the region is described as part of Cardolan. I assumed I would have access to the Cardolan units but not Dunedain ones.

    Also, I have controlled Fornost Erain for about 40 turns with a growth rate of 2% but the population has not changed from 11. Is it supposed to be that slow?
    I will ask FF but if the population is low it is because the location is devoid of life. I don't think Argond was selected as a Cardolan reason. Although historically Argond was part of Cardolan, the Cardolan units are meant to be Greenway defenders as the old lands of Arnor are now depopulated.

  2. #582
    Gratzy2's Avatar Semisalis
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    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    noticed a mistake regarding umbar. when i hover over the book that gives the information on the city of umbar it says "Umbar (Northmen) and plus can the dismounted black numenoreans 2h swordsmen that mordor used to have be recruitable for umbar? thank-you

  3. #583

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Playing as Dwarfs of Khazad-Dum.

    100% Crash by the end of the turn, in my opinion caused by building Mithril Mines in the Khazad-Dum.

    Here is the link for the save file.


    P.S. Every game Gondor get's kicked by Mordor.

  4. #584

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Quote Originally Posted by Gratzy2 View Post
    noticed a mistake regarding umbar. when i hover over the book that gives the information on the city of umbar it says "Umbar (Northmen) and plus can the dismounted black numenoreans 2h swordsmen that mordor used to have be recruitable for umbar? thank-you
    We do plan on expanding Umbar but we have yet to discuss ideas.

    Quote Originally Posted by c.ryo View Post
    Playing as Dwarfs of Khazad-Dum.

    100% Crash by the end of the turn, in my opinion caused by building Mithril Mines in the Khazad-Dum.

    Here is the link for the save file.


    P.S. Every game Gondor get's kicked by Mordor.
    This bug has already been fixed and will be resolved by the patch.

  5. #585

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Quote Originally Posted by c.ryo View Post
    Playing as Dwarfs of Khazad-Dum.

    100% Crash by the end of the turn, in my opinion caused by building Mithril Mines in the Khazad-Dum.

    Here is the link for the save file.


    P.S. Every game Gondor get's kicked by Mordor.
    Had the same problem. I fixed it by changing the historic event name from (text/historic_events.txt)
    {KHAZAD_MITHRIL_MINES_BODY} to {KHAZAD_M_MINES_BODY}
    and
    {KHAZAD_MITHRIL_MINES_TITLE} to {KHAZAD_M_MINES_TITLE}

    Anyway there seems to be still a problem with the mines. If i build it i do not gain any income from normal mines in khazad-dum anymore. Is that indented?

  6. #586

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Here is a starter for Umbar ideas, the faction should be somewhat of a hybrid between Harad and Gondor in terms of culture, architecture, units and styles of fighting and diplomacy, as Umbar is a city contested between the Numenorean and Haradrim cultures and has been passed from side to side as power, the units and tactics and strategy should sense be a mix of Haradrim Archers, Light Cavalry and light Infantry, combined with Numenorean heavy infantry and Heavy Cavalry, also because of their proximity to Harad they should have the capability to recruit the Mumukil

  7. #587

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Quote Originally Posted by jedi7000nathan View Post
    Here is a starter for Umbar ideas, the faction should be somewhat of a hybrid between Harad and Gondor in terms of culture, architecture, units and styles of fighting and diplomacy, as Umbar is a city contested between the Numenorean and Haradrim cultures and has been passed from side to side as power, the units and tactics and strategy should sense be a mix of Haradrim Archers, Light Cavalry and light Infantry, combined with Numenorean heavy infantry and Heavy Cavalry, also because of their proximity to Harad they should have the capability to recruit the Mumukil
    I could not agree more with all your points. The problem is finding the units. Our current modeller is Emperor of Hell but he has much bigger fish to fry and creating new units from scratch, well I don't think he has the inclination or the time. Also, Harad (and Umbar) have been virtually untouched by the community with no one really dedicating any time or love to them. I am ever on the lookout for units for them but there really are none. I am in favour of regimented and ordered armies with clear progression through militia - medium - heavy troops (you may have noticed many factions now have name groupings, that is my way of have some semblance of order through the units). With Umbar however, this just doesn't seem possible. We have yet to talk of what we will do with the space that has been saved but the Council has said that we think Umbar deserve the attention. Architecture is done entirely off of culture and not out of individual factions so for Umbar to be a mix, they would need their own independent culture and that is no longer possible or feasible.

    Apologies for the long response.

  8. #588

    Default

    Hello.

    I am a French lover of the Middle Earth world. I have installed Medieval Total War II just to play to Middle Earth Mod ! (And because I love wargame too ).

    And now I am playing your mod. Thank you very much to all this work. You should be payed for this time given.



    About Divide and Conquer, I have played severals hours only, which is not much. I only played on Very Hard / Very Hard. I have not a good experience of the Vanilla Middle Earth Mod. But I can critic :

    1. The good things :

    - Scripts about missions like the Dwarf missions : It is very entertaining to follow differents paths for each nations. I wish there is missions in every nations, even the Evils !
    - So much units, and superb graphics. I would like to all test them !
    - Impression (from now) that the world is more "mondialised" with scripts. My action seem to have global effects sometimes, and perhaps can implicate alliance versus me if I too much invade, etc.

    2. The bad things :

    - Balance is very bad about the Mordor and Gondor. I prefer to play Evil, so I begun with Mordor. I have see no script about me (Mordor), no alliance, or revolt of Haradrim etc. versus me. And I won very easily versus Gondor, which became quicky a rebellious kingdom. It seems Mordor is vastely too strong : too much units, building, economic etc.

    - I abandon the game when I was going to kill the Rohan after have peaced with the ancient Vassal of Gondor.

    - But I liked much one thing : at the beginning, I could won easily versus Gondor units, but when I attacked the Rohan, they had superior cavalery units, and it was much harder to kill with my mass orcs. Sometimes I needed to have one more stack of A.I orcs hordes to assist me (It would be good perhaps to be able that Mordor and orcish could add more units per stack, perhaps +5 more units max).

    - A bad point : your modmod need much more time beetween turns. I have an old computer, I am forced to play with Small units size, and minimum graphical option. So to me it is a pain. But I have no choice so it is not a true critic (you can do nothing versus that).

    2. Few propositions :

    - I have ideas but I have no ideas if what I say is possible or not !

    - I find totally absurd the fact that a race can take a settlement of an ennemy race without exterminate all population and changing all the culture. Orcs should automaticelly exterminate all elves and destroy all of their bulding. In this situation, culture should disappear. A new founded city begun with zero population, but if you sacrifice one unit you gain 100 population, until 1000 population for 10 units.

    Or, more precisely, the extermination and destroying processus, should take few turns, and need to immobilize certains of your garrisonned units. Exterminating could spawn units in resistance for few turns, could bring at war others nations of this race, etc.

    - Another idea : the slaving : Perhaps we could "transfer" population by slaving. You need to bring slaver unit specialist, or just with any unit. With that, you could transform (for a cost of time, money etc.) 1000 population of conquered city in a unit "slave" wich you could bring back to one of your city, and add to population for 500 points of population. With that, war can be economiquely interesting.

    - And last possibility : the occupation (what is now the forced choice). This choice should only be possible with certains compatible races (human essentially).



    So it could be :

    - City are always only one cultural way (100 % morgoth for exemple) but you always have 100 % pagans cult as default, and bulding, race etc. add culture.

    - Humans can occupy every race. Orcs can only exterminate elves or dwarfs, but can occupy humans. Etc.
    Last edited by Ishan; December 11, 2013 at 06:19 PM. Reason: On User's Request.

  9. #589

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    This Caracolan or however you spell it are absolutely useless I mean even the militia are better

    Sent from my PG86100 using Tapatalk

  10. #590

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    So playing as the northern Dunedain I bought all of gondor (wondered of I could) and they now have just 1 settlement if I killed that settlement would they lose?

    Sent from my PG86100 using Tapatalk

  11. #591

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    The neutral general of the two troll battalions in the Hills of Rhaudar is a orc but when I zoom out he has a Troll "ghost". (I do not know the name for the small animated figure)

  12. #592

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Quote Originally Posted by Koko_Fr View Post
    Hello.

    I am a French lover of the Middle Earth world. I have installed Medieval Total War II just to play to Middle Earth Mod ! (And because I love wargame too ).

    And now I am playing your mod. Thank you very much to all this work. You should be payed for this time given.



    About Divide and Conquer, I have played severals hours only, which is not much. I only played on Very Hard / Very Hard. I have not a good experience of the Vanilla Middle Earth Mod. But I can critic :

    1. The good things :

    - Scripts about missions like the Dwarf missions : It is very entertaining to follow differents paths for each nations. I wish there is missions in every nations, even the Evils !
    - So much units, and superb graphics. I would like to all test them !
    - Impression (from now) that the world is more "mondialised" with scripts. My action seem to have global effects sometimes, and perhaps can implicate alliance versus me if I too much invade, etc.

    2. The bad things :

    - Balance is very bad about the Mordor and Gondor. I prefer to play Evil, so I begun with Mordor. I have see no script about me (Mordor), no alliance, or revolt of Haradrim etc. versus me. And I won very easily versus Gondor, which became quicky a rebellious kingdom. It seems Mordor is vastely too strong : too much units, building, economic etc.

    - I abandon the game when I was going to kill the Rohan after have peaced with the ancient Vassal of Gondor.

    - But I liked much one thing : at the beginning, I could won easily versus Gondor units, but when I attacked the Rohan, they had superior cavalery units, and it was much harder to kill with my mass orcs. Sometimes I needed to have one more stack of A.I orcs hordes to assist me (It would be good perhaps to be able that Mordor and orcish could add more units per stack, perhaps +5 more units max).

    - A bad point : your modmod need much more time beetween turns. I have an old computer, I am forced to play with Small units size, and minimum graphical option. So to me it is a pain. But I have no choice so it is not a true critic (you can do nothing versus that).

    2. Few propositions :

    - I have ideas but I have no ideas if what I say is possible or not !

    - I find totally absurd the fact that a race can take a settlement of an ennemy race without exterminate all population and changing all the culture. Orcs should automaticelly exterminate all elves and destroy all of their bulding. In this situation, culture should disappear. A new founded city begun with zero population, but if you sacrifice one unit you gain 100 population, until 1000 population for 10 units.

    Or, more precisely, the extermination and destroying processus, should take few turns, and need to immobilize certains of your garrisonned units. Exterminating could spawn units in resistance for few turns, could bring at war others nations of this race, etc.

    - Another idea : the slaving : Perhaps we could "transfer" population by slaving. You need to bring slaver unit specialist, or just with any unit. With that, you could transform (for a cost of time, money etc.) 1000 population of conquered city in a unit "slave" wich you could bring back to one of your city, and add to population for 500 points of population. With that, war can be economiquely interesting.

    - And last possibility : the occupation (what is now the forced choice). This choice should only be possible with certains compatible races (human essentially).



    So it could be :

    - City are always only one cultural way (100 % morgoth for exemple) but you always have 100 % pagans cult as default, and bulding, race etc. add culture.

    - Humans can occupy every race. Orcs can only exterminate elves or dwarfs, but can occupy humans. Etc.
    Quote Originally Posted by chargerman123 View Post
    This Caracolan or however you spell it are absolutely useless I mean even the militia are better

    Sent from my PG86100 using Tapatalk
    Do you mean Cardolan? If so I will add them to the list.

    I am pleased you like the mod, the Council takes great delight in hearing how you all are getting on. Sadly much of what you have suggested isn't possible by script or by game mechanics. The turn times are a problem for anymod approaching this size and an older system will always struggle. Sorry.

    Quote Originally Posted by chargerman123 View Post
    So playing as the northern Dunedain I bought all of gondor (wondered of I could) and they now have just 1 settlement if I killed that settlement would they lose?

    Sent from my PG86100 using Tapatalk
    Yes if you took it, you would defeat them. Although to have bought all their settlements, I presume you added money to yourself? Very cheeky.

    Quote Originally Posted by Skawer View Post
    The neutral general of the two troll battalions in the Hills of Rhaudar is a orc but when I zoom out he has a Troll "ghost". (I do not know the name for the small animated figure)
    That is normal. It is how the game deals with captains that are part of troll battalions.

  13. #593

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Well yes I did but it only took like 10000 because I already help Minas Tirith, Osgiliath, Henneth Annun, and Cair Andros and a few other minor settlements. Umbar seems to be over running Gondor to the West and their vassal does very little as far as I can tell to help. That,point north of Cair Andros really removes the point of holding Osgiliath. And yes Cardolan I had a settlement defended by them and a general (like 7 or 8 units) and a dwarf army attacked and killed more of their own troops with catapults than my archers. Another thing I noticed is units sometimes don't obey orders. For example I realized the dwarves had catapults so I moved all my units off the wall but some stayed and kept firing
    I love how bad ass the rangers are I was defending weather top with roughly 600 rangers and 400 various melee infantry (rabble wardens etc) and used the melee as a buffer as my rangers poured arrows into the over 5000 orcs. When my rangers ran out of arrows they charged down the ramp and quickly ate through the goblin formations. As the goblins and orcs began to brake the waargs charged and broke my rabble and wardens. When my melee began fleeing (they were chasing routing units) my rangers (cleaning up) saved the day by slaughtering the wargs. (one thing about weather too is the ramp could be widened). Gondor is so desperate they paid me to ally them. Is there a way to make Dol Amroth break their vasselship? So they and Gondor could be my vassal

    Sent from my PG86100 using Tapatalk

  14. #594

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Yes, have to admit the Cardolan units haven't been too useful. The archers in particular have a higher upkeep than the much more readily available Rangers despite being clearly inferior soldiers, so I assume they're more a flavour set of troops than anything else.

    Also those "Cardolan Knights" are much more of a light scout cavalry than knights. But, then that depends on your definition of "knight" so that's likely just me being nit-picky again!

  15. #595

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    The Cardolan cavalry do less melee than Master Rangers (I'm sorry I forget their name the mounted rangers)

    Sent from my PG86100 using Tapatalk

  16. #596

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Quote Originally Posted by Tyraels View Post
    Same for me..i clearly RAPED Rohan's kingdom with Isengard. Rohan is not OP in my opinion.
    That is because you were playing as them. He's talking about the AI-Rohan.



  17. #597

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Rohan is doing ok in my game. They've lost Hornburg but hold every where else they started with

    Sent from my PG86100 using Tapatalk

  18. #598

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Quote Originally Posted by Arachir Galudirithon View Post
    C:\Program Files (x86)\SEGA\Medieval II Total War\logs Post up the last few lines.
    system.log.txt
    Ok , i opened de system.log and all the file says error so i attach it here jeje

  19. #599

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    The fact I can recruit Gondor troops as the Dunedain makes me happy I don't know if its on purpose or not but I like it, Ithillien and Dunedain rangers fighting together is legendary

    Sent from my PG86100 using Tapatalk

  20. #600

    Default Re: Divide and Conquer - Full Public Beta Release (Hotfix on Page 8!!!)

    Quote Originally Posted by chargerman123 View Post
    Well yes I did but it only took like 10000 because I already help Minas Tirith, Osgiliath, Henneth Annun, and Cair Andros and a few other minor settlements. Umbar seems to be over running Gondor to the West and their vassal does very little as far as I can tell to help. That,point north of Cair Andros really removes the point of holding Osgiliath. And yes Cardolan I had a settlement defended by them and a general (like 7 or 8 units) and a dwarf army attacked and killed more of their own troops with catapults than my archers. Another thing I noticed is units sometimes don't obey orders. For example I realized the dwarves had catapults so I moved all my units off the wall but some stayed and kept firing
    I love how bad ass the rangers are I was defending weather top with roughly 600 rangers and 400 various melee infantry (rabble wardens etc) and used the melee as a buffer as my rangers poured arrows into the over 5000 orcs. When my rangers ran out of arrows they charged down the ramp and quickly ate through the goblin formations. As the goblins and orcs began to brake the waargs charged and broke my rabble and wardens. When my melee began fleeing (they were chasing routing units) my rangers (cleaning up) saved the day by slaughtering the wargs. (one thing about weather too is the ramp could be widened). Gondor is so desperate they paid me to ally them. Is there a way to make Dol Amroth break their vasselship? So they and Gondor could be my vassal

    Sent from my PG86100 using Tapatalk
    Well first off, the Dwarves are strong so that doesn't help but this is exactly why we released as a beta so you guys can give us this excellent feedback. Sadly the stat balancing feature we used doesn't do the costs so I have had to manually go through each faction and add some semblance of order to their costs, as you can see I haven't done every faction yet. Vassals literally never work in the game, as Dol Amroth I had defeated Umbar and Harad had 1 village left and they would rather die than become my vassal. Gondor and Dol Amroth never break their alliance I am afraid. A lot of problems stem from Gondor's weakness. I liked your battle description, I could read things like that all day!

    Quote Originally Posted by Hummingbird View Post
    Yes, have to admit the Cardolan units haven't been too useful. The archers in particular have a higher upkeep than the much more readily available Rangers despite being clearly inferior soldiers, so I assume they're more a flavour set of troops than anything else.

    Also those "Cardolan Knights" are much more of a light scout cavalry than knights. But, then that depends on your definition of "knight" so that's likely just me being nit-picky again!
    I can play around with their name when I come to adjust their stats and costs. 'Cardolan Messengers' or 'Cardolani Riders' spring to mind.

    Quote Originally Posted by chargerman123 View Post
    The Cardolan cavalry do less melee than Master Rangers (I'm sorry I forget their name the mounted rangers)

    Sent from my PG86100 using Tapatalk
    I really need to sort these guys out hahaha.

    Quote Originally Posted by lumpz3 View Post
    system.log.txt
    Ok , i opened de system.log and all the file says error so i attach it here jeje
    Sadly your log seems to not give any real indication to the crash, is it recurring or can you load a save and it goes? Does it keep coming back after a certain amount of turns. With inexplicable crashes sadly they tend to point to corrupted downloads or interrupted installations. I haven't had a crash in my replicated beta download and I have played a day's worth of a Dorwinion campaign.

    Quote Originally Posted by chargerman123 View Post
    The fact I can recruit Gondor troops as the Dunedain makes me happy I don't know if its on purpose or not but I like it, Ithillien and Dunedain rangers fighting together is legendary

    Sent from my PG86100 using Tapatalk
    That is entirely intented and one of the many things I added to the game. You also can recruit Dol Amroth units, some Rohirrim, some Beorning units and some Dale units.

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