First off, since it's the first time I post here, let me warmly congratulate the makers of this mod (and of the RR sub mod). In short, your work is outstanding.
I had to pay for it (i.e I had to buy the 4 campaigns extension / okay, at a hugely discounted pice, but still), and I am a very happy customer. The overall quality is absolutely outstanding, on par in scope and ambition with the Rome Total Realism (a former favorite of mine in the category of "slightly over-reaching but superb mods") and it is superior to it in so far as it had to work around the constraints of a specific lore. Some square pegs couldn't be fitted in the round holes (unique units, etc) but some choices (like the Mordor pope calling crusades) are really inspired.
So thanks a bunch. I've been playing three campaigns so far, Gondor on VH/VH (which I dropped after 60 turns, couldn't fight Harad who cut through my underbelly) Rohan on VH/VH on vanilla (great fun, victory, took ages to subdue Mordor's trolls, though / I feel I cheated a little bit, since I rushed Saruman, which is contrary to the spirit of the book). I'm now on Elrond on H/VH with RR mod (I went down a notch on the campaign difficulty to have more money / ). This sub mod is great in terms of pitting small troops of elite soldiers against screaming masses, just the way I like it, and very auspicious to role play your calmpaign (I give a lot of my conquered regions back to allies).
Now to my point about fog of war.
- It's not specific to the mod, but the starting position of factions in terms of geographic knowledge is absurd. It is certainly mind boggling to think that Elrond, the arch-erudite of ME, who knew every minor legend since the first age, starts the game without knowing where Minas Tirith, Kazad Dum or Barad-dur is on the map... I can understand that most of Harad or Khun, or some "new" towns like Edoras might not have such a high profile, but most factions should start with a map where most of the cities are already correctly located.
- Alliances. Again it might be hard coded so impossible to change, but I would say that once you get an alliance, you should be able to see what your allies see. It's kind of killing my role playing campaign; I'm saving the sylan elves, giving them regions by the truck load, and I'm still completely blind to what they see on the other side of the forst. The only way out is to spam spies like rabbits, and their cost seems too high to me (theers are eating caviar everyday or way). Actually, maybe cutting the price of spies to 50 or 30 per turn would go in the right direction (but then disactivate their ability to open castle doors)




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