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Thread: Balancing Arnor

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  1. #1
    Shocked's Avatar Campidoctor
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    Default Balancing Arnor

    I absolutely love the work done on Arnor, but I do have a few small suggestions to improve/balance Arnor for the campaign.

    1.) Have more rebel settlements at the start (already been mentioned)
    and
    2.) I love the "Arnor knights"! and they would be the perfect unit to fill in the BIG infantry gap between men at arms and Dismounted dunedain knights. Seeing as Men at arms are pretty average, and Dismounted dunedain knights are legendary, "dismounted knights of arnor" would be the perfect gap filler IMO. Plus I love the knights of arnor armour
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  2. #2

    Default Re: Balancing Arnor

    Agree, I thought at the beginning that there would be a Dismounted Knights of Arnor unit, the arnorians men at arms are nice but in my games they can't beat Uruk-Hai infantry and have no special ability like shieldwall or ap... I was a bit disappointed because the Dunedains Knights are really cool but one each 12 turns...Meh...you simply can't use them...

  3. #3

    Default Re: Balancing Arnor

    There the additional units mod that does add the infantry that Arnor needs (with AP as well), and a better infantry as well (Arnor infantry i think is the name) and soe serious spearmen

  4. #4

    Default Re: Balancing Arnor

    errr... there is suggestions thread you know

  5. #5

    Default Re: Balancing Arnor

    i understand that and probably he does as well, but I think he wanted the opinions about his ideas or bring in new ones, or if this is indeed necessary for Arnor, wich imho, is a discussion

  6. #6
    Shocked's Avatar Campidoctor
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    Default Re: Balancing Arnor

    Quote Originally Posted by HolyDevil View Post
    i understand that and probably he does as well, but I think he wanted the opinions about his ideas or bring in new ones, or if this is indeed necessary for Arnor, wich imho, is a discussion
    Yup even if there is a additional units mod, I just made this thread to help ALL players, so that KK may consider my suggestion and possibly implement it into the main mod for everyone
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  7. #7
    mattgoby's Avatar Campidoctor
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    Default Re: Balancing Arnor

    I agree it was just sort of something i expected i think its cus in mtw2 there was always a dismounted version.
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  8. #8
    cormagus77's Avatar Semisalis
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    Default Re: Balancing Arnor

    Quote Originally Posted by Shocked View Post
    1.) Have more rebel settlements at the start (already been mentioned)
    on my second playthrough with Rohan, Eriador was the first faction to be killed off.
    Maybe because I focussed on fending of the first and second crusade on Edoras and left Isengart well alone. But still I'm not sure anymore if the many (not very well developed) starting locations are indeed an advantage to Eriador


  9. #9

    Default Re: Balancing Arnor

    I know this may be a bad thread to post it in, but I dont want to spam the forum with threads that have a simple question.
    So here it is : is there a way to edit some certains characters stats? Like age, traits, hps, etc? Could it be also done with characters that are in saves? Or is it (or if only) possible just with the starting characters? Thanks

  10. #10
    Knox213's Avatar Semisalis
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    Default Re: Balancing Arnor

    Quote Originally Posted by khatmar View Post
    I know this may be a bad thread to post it in, but I dont want to spam the forum with threads that have a simple question.
    So here it is : is there a way to edit some certains characters stats? Like age, traits, hps, etc? Could it be also done with characters that are in saves? Or is it (or if only) possible just with the starting characters? Thanks
    Its possible to change Traits / HP Etc.

    Ageing though? You have to go through the code files to change that

  11. #11

    Default Re: Balancing Arnor

    Quote Originally Posted by Knox213 View Post
    Its possible to change Traits / HP Etc.

    Ageing though? You have to go through the code files to change that
    You could probably script it so that age of certain generals resets every turn so they don't age. I don't think you can do that for every general alive, but it should be possible for gandalf and elrond.

  12. #12
    Knox213's Avatar Semisalis
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    Default Re: Balancing Arnor

    Quote Originally Posted by Gharbad the Weak View Post
    You could probably script it so that age of certain generals resets every turn so they don't age. I don't think you can do that for every general alive, but it should be possible for gandalf and elrond.
    You can Always change the age before the campaign.

    But even then. Theres that slight possibility that the Desc_Strat will ruin

  13. #13

    Default Re: Balancing Arnor

    I think that Arnor should have better archers... the numenorian archers had metal bows... They were placing his archers behind of the troops because his bows were powerful

  14. #14

    Default Re: Balancing Arnor

    My concern is not Arnor, but Eriador.

    7 turns for Breeland Militia, Archer militia.
    15 turns for Hobbits.
    17?(20?) for Merchants.
    The only swift-training unit is Woodland Hunters at 5 turns, and they have a region requirement thanks to their building requiring a 'forest region'.

    Almost 2 years for basic units? Really? Effectively your initial forces will be all you've got for a significant period, and they will cost...

    It's not even that the quality is that great. Talsir and Coldfells instantly puts you into war with Isengard and Orcs of Gundabad respectively; they're flagged for auto-capture by those factions, and doing Gundabad drags the Misty Mountain Ocs into it as they're allied.

  15. #15

    Default Re: Balancing Arnor

    Thats why i usually stack generals (eriador seems to get plenty of these), into 2 stacks mostly 4-5 per each, then mostly archers and melee to protect the archers, but i usually decimate the armies with the generals only while the archers pick the enemies before the bodyguards engage and between the time they retreat... usuall my melee units don't see a fight, but they are there to protect

    and its very easy to kill their general with your bodyguard charge

  16. #16

    Default Re: Balancing Arnor

    Check out Agostinos his submod, it adds 4 new Arnor units; Hollow Steel Marksmen, Dismounted Arnor Knights,Arnor Infantry & Arnor Spearmen.

    http://www.twcenter.net/forums/showthread.php?t=254552

  17. #17

    Default Re: Balancing Arnor

    On the subject of the AP unit, (ish), I'm in love with the Knights of Arnor and the Men at Arms style of armour. There was a submod out which introduced them ages ago.

    I'd like to see some more of those - perhaps the following?
    - Swordsmen (armed with 2Handed Swords)
    - Spearmen (as opposed to pikes)

    Personally, I'd rather have those two than Knights of Annuminas. Beautiful models, no doubt. Guess its just different from my idea of Arnor, they seem too strong, Imho.

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  18. #18

    Default Re: Balancing Arnor

    He is aware of the submod gharbad (read the first replies)

    he wants something to fill in the gaps in the official version and its asking for people's opinions

  19. #19

    Default Re: Balancing Arnor

    compare arnors line up to oom or ooc and tell me who needs new units more

  20. #20
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    Default Re: Balancing Arnor

    Quote Originally Posted by slowbro View Post
    compare arnors line up to oom or ooc and tell me who needs new units more
    OOMM don't have a massive gap inside their unit tier though, Arnor has a massive unit gap between Men at arms and Dismounted dunedain knights that dismounted arnor knights could fill easily
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