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GAMEPLAY INFO
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LAUNCHING THE SCRIPTS
When you reload a savegame you have to select a character or settlement, and then to click on the advisor when it appears to activate the scripts.
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SPECIAL VnVs
Some traits introduce in the game new rules that you should know to play properly:
- WOUNDS: When your general is wounded, you should send him to a settlement and keep him there until the wounds are healed. If the injured character moves or stays out of a city there is a chance that the wounds get worse (so he lose command and hit points). If the wounds reach the 3th level (seriously injured), he has a chance to gain the permanent trait "scarred" that reduces his influence progressively until the wounds are healed.
Wounds are better healed in big cities (core building>= imperial palace), and better if the city has healing houses.
The reason of this rule is mainly that you don't use always the same character for all battles.
There is an special wound produced when you fight against a Nazgul. Dark wounds are harder to heal, and they can completely remove all the movement points of the character if he doesn't reach a settlement soon.
- CORRUPTION: The other important rule introduced by traits is the burden points:
When your character carry items which sum more than 25 burden points, he has a chance to gain a demoralized trait. The chance is higher if the burden points are more than 50 or 100.
To counter this trait, the character must rest in a happy settlement or to reduce his burden points under 0.
This rule tries to avoid that players give all the ancillaries to the same character.
The One Ring also causes a special corruption trait that has no going back. If the corruption of the Ring bearer reaches level 3 (Entranced by the Ring), all the other factions start declaring war on you (except if the Ring bearer is a hobbit).
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UNIT BALANCE
This mod do not use many of the available special attributes like "spear", projectile "ap", or "thrown" because they cause big unbalances when they are used against elephant units, and also big differences between different difficulty levels.
In lotr-tw, each unit type has his own characteristics, and sometimes they are hidden, I'll try to list the hidden parameters here so people can evaluate them properly:
Spearmen:
- instead of "spear", they have plain attack bonuses against cavalry, from +2 to +8 depending on the weight of the spearmen.
- they use to have more mass or closer formations to stand better against charges.
- Kill ratio ~ 0.5
2 Handed
- they do not have "armour piercing", but 2 handed animations are fastest than anyone else, so they kill quicker than other units, even if his attack is lower.
- they use to have higher charge and mass values than standard swordsmen, and at the same time looser formations.
Kill ratio ~ 0.85
Infantry
- they use to have the better balance between attack, defence/shield and killing speed
- Swordsmen: Kill ratio ~ 0.7
-Daggermen: Kill ratio ~ 0.6
Cavalry
They are not killing machines like in other mods.
The mass is not enough to break close formations, so do not try to charge frontally. They are better used to surround the enemy, and to attack missile units, taking advantage of his speed.
About the speed, heavy or medium cavalry can not catch scouts or mounted archers. You need light cavalry (like Wargs) to eliminate them.
Heavier cavalry has more mass and charge, but lower speed.
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DIFFICULTY LEVELS
We have tried to balance the mod so it is well balanced for any difficulty level, though I would like to explain the main differences:
CAMPAIGN: I like to play VH/VH, but most of the testing for the mod was made at M/M.
The main difference I notice in the campaign level is the happiness and taxes of the cities. You can go VH if you like some challenge with the managing of your settlements.
It seems the AI becomes more aggressive against the human player at VH, but I think the probability of allies attacking you is similar in all levels.
BATTLE: It seems the effect of battle difficulty is just a bonus to attack: +4 at hard and +7 at very hard (using Complete EDU guide as reference).
In battle, I suggest MEDIUM if this is your first campaign, because the mod already gives some bonuses for all AI units (+2 to experience).
Note that the morale and defence values in this mod are greater than those of vanilla RTW, and so the difference between difficulty levels is smaller.
Since LOTR-TW do not use the overpowered bonuses of special attributes to differentiate the units, we do not have such problems of unbalances when we increase the difficulty settings, experience, or weapons/armor level.
However, we have more problems with AI morale, probably because of the big differences between attack and defence values for each different faction. That is why we need to increase the morale, and to give extra experience to the AI.
An useful tip to choose difficulty level is to start a custom battle, 10.000 gold, flat land, choosing the same faction you are going to play in campaign, with a balanced army.
Then choose a 10.000 gold balanced army of inexperienced units for the Computer, and then rise the experience level of all AI units to +2 (2 chevron, no matter the final cost of the army).
Play some battles in Medium, High and Very high (or Easy) until you see the forces are even.
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NEW BUILDINGS
We have tried to redistribute the buildings bonuses so all buildings share similar usefulness.
And also to reduce the construction requirements to give more freedom in the building development.
- Barracks: Recruitment of militia and core units, Law. Spawn pits: also Population growth.
- Forges: Recruitment of advanced units, Siege weapons, Armour bonuses, Trade, Happiness.
- Training (new): Weapon bonuses and Experience.
- Markets: Taxable income, Trade, Mercenary units.
- Fountains (healing houses): Health, Happiness, and Removing of wound traits.
- Slavery (new): Farming and Trade (it replaces farms for orcs).
- Sauron/Saruman influence (new): Taxable income, Law.




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