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Thread: Submod : Chaos Ring (Battle + Campaign Rebalancements)

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  1. #1

    Default Submod : Chaos Ring (Battle + Campaign Rebalancements)

    And several minor tweaks as well

    Battle Changes:

    the most important changes is in the EDU, units are now balanced with 2 HP basis, and there shall be no longer "archer hatred". Several important things in the EDU is:
    1) Generally more men per unit, more or less lore accurate, men aren't too few compared with orcs and uruks per unit (but they took more time for training), Elves and dwarves are considerably less numerous compared with men, but they are compensated by having 3 HP basis instead of 2 (of course, it's far harder to kill well trained elves or tough dwarves than men), the idea is 2 compared with 3 means the change in battles is less subtle compared with 1 and 2.
    2) Missile units are now having better numbers, but less murderous attacks. That means, missile volley no longer cause mass killings, but they will still make noticeable difference. They will soften enemy units, not outright killing it. The final killing blows will be dealt in melee. The trade off is archers now coming in more or less the same numbers with normal infantry of their level. Of course, if you play with Mordor or Isengard (or wish to be evil), you can now really use a unit to "soak up" missiles if you play your card right. Not that easy though, but it's quite noticeable.
    3) Using some special attributes to differentiate spearmen and the rest, using light_spear, so they'll now can really withstand cavalry charges. In the other hand, cavalry numbers are not as few as before (still approximately half and a bit more compared with similar level infantry), and they aren't as weak as before (Rohirrim now can really use pure cavalry army if you play your cards right.
    4) Tweak the defense and armour system, unit shield and missile value is much more depending on what they wear. Armour is generally increased a bit while the shield values are lessened. The missile damage tweaked in corespondence so the AI will still use missile troops effectively (foot missile bug will no longer occurs). Total attack and defense values are both increased significantly, making unit armour and weaponary upgrade now having marginal effects instead of huge effects.
    5) Tweaked the morale system, unit morale are no longer sky-high, but battles generally last longer with flanking and ambushes being more effective. Militia units no longer fight to the death , regular soldiers will put up some good fight, but still routable under some circumstances. Elites, however, will keep fighting to certain extent, but not forever (certain elites are exceptions)
    6) Trolls, Mumaks, and Berserkers will be really feared on the battlefield
    7) Unit recruitments tweaked for the campaign, men generally 1 turn recruit (infantry or cavalry, depending on their particular faction in question), Uruks and Orcs is 0 turn.
    8) Save certain farmers, villagers, snagas, and slaves, there will be no "useless units" on the battlefield. Unit cost are now for what they will provide. More expensive units means they are better than their cheaper counterparts.
    9) Fellowship units are delibrately made stronger, with cheap upkeep, as evil factions, you can't merely swamp them out with hordes of orcs.


    Campaign Changes:
    1) Giving each faction a certain low level unit as anti loyalist revolt-CTD measures, trainable from the core gov't buildings without any prerequisites. Of course, those unit in questions got their recruitment times somewhat longer.
    2) Change the way recruitment buildings and foundry works. Generally, faction recruitments aren't much limited, but the infrastructure buildings and costs now takes longer and more expensive.
    3) Most subtle changes are for Isengard recruitments, Saruman now starts with Dunlendings on his command (save some raiding party), they even start with 2 men as generals. But later on, they'll use uruks as their backbone.
    4) Mercenary units are much more available. But considerably expensive for certain factions that supposed to not relying on them much (mercs sold their services more expensive with the elves compared to men)
    5) Delibrately "screw" the diplomacy (so that's why I make the name "chaos"), no diplomats will be killed! Alliances are no longer blinded, and Elves can ally with Mordor and beating up Gondor! Of course, that if you pay less attentions to your ally's life. If you play nice and having a goodwill towards your friends, especially in "good" factions, there should be no problems.

    --------------------------

    some new units to both balance out factions, and having some fun with Dunlendings, mostly

    Dunlending Bodyguard (well, they can plunder armour for their rank and file, why not their personal guards have it?)
    Spoiler Alert, click show to read: 


    Dunlending Pikemen (Saruman trains them advanced ways of war), they are primarily Saruman's elite regiments of pike, but Dunlendings can have them as well.
    Spoiler Alert, click show to read: 


    Guards of the Orthanc : Gondorian origin, but intermingled with Dunlendings, and now Saruman use them as the elite guards of the Orthanc. These men also makes up his personal guards now (Saruman no longer become one man unit)
    Spoiler Alert, click show to read: 


    Dunlending Horsemen : well, if Dunlendings manage to capture Rohan settlements, these men will be available (the Rohirrim Turncoats)
    Spoiler Alert, click show to read: 


    ============================================

    the file:
    http://www.twcenter.net/forums/attac...1&d=1304039526
    (in this attachment)

    ============================================

    Credits:

    Om Wlesmana for creating this awesome mod

    ---------------------------------------------------------

    if you find this submod awesome, feel free to rep me , but if you found the new units are weird and not feels right, feel free to throw a brick for Strategos Lykos (the one who make the new units)



    Cheers


    Rahwana

  2. #2

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    Quote Originally Posted by Rahwana View Post
    And several minor tweaks as well


    5) Delibrately "screw" the diplomacy (so that's why I make the name "chaos"), no diplomats will be killed! Alliances are no longer blinded, and Elves can ally with Mordor and beating up Gondor! Of course, that if you pay less attentions to your ally's life. If you play nice and having a goodwill towards your friends, especially in "good" factions, there should be no problems.



    Rahwana
    I dont like the idea of non-binding diplomacy, as i kinda like having Dale to the south, now i have to keep a garrison in my capital in case they wanna attack. If you made it so that non-binding was an option, then i would definitely use this . The other changes look good though, and i was suprised as i havent seen any submods out, so good job

  3. #3
    Spike's Avatar Primicerius
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    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    Afaik, the non binding diplomacy are used for further challange, as you arent supposed to leave skeleton garrison of merely 1 unit each city, because you know everytime dat dale/elf/rohan attack you out of their boredroom, they'll be neutral and get ceasefire next turn. As far as I know, the blind diplomacy are only gondor-rohan, dale-dwarves, the elves, and (new) southron-easterling alliances. Unless, you play as Free People and do fellowship campaign.

    If you dislike silvans join force with easterling killing dwarves, or abhors galadhrims that helping isengard killing rohirrim... Just use the old background script.

    we all know, ai hatred is focused towards players, and this submod is initially intended to be playable by "evil" factions only. That way, if you grew too much, everybody will love to kick your arse. I think the trigger to that chaotic diplomacy is having more than 16 settlements, remember good faction vc is 15 regions at most.

    Annokerate Koriospera Yuinete Kuliansa


  4. #4
    Spike's Avatar Primicerius
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    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    no one allready tried it? ?

    Annokerate Koriospera Yuinete Kuliansa


  5. #5

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    I'm just afraid that this won't be compatible with the next patch.
    History repeats itself, first as tragedy, second as farce.
    Karl Marx


    I repeat... that all power is a trust; that we are accountable for its exercise; that from the people and for the people all springs, and all must exist.
    Benjamin Disraeli

  6. #6

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    only if creators don't include it on the next release...beacuse i heard that welsema likes Dunland and here are some new dunland unit

  7. #7

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    no one commentiong on the new EDU? just make a backup of your EDU, descr_projectile_new and DMB (put the models_unit folder in, they only add some files, not change anything).

    of course... I heard the new 3.0 will be full install instead of patch

  8. #8

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    Next, I want to do more heresy, well, the culling script when conquering orcs / human regions is fine, as this will bring some logic, but I don't see a point why Elven army is forced to peacefully occupy human/dwarf settlements.

    I want killing dwarfs and dales with my mirkwood elves, and with Galadhrim, go on butchering the Rohirrim... (and with Noldor.... maybe Free People's flesh will taste good)

    who's with me?

  9. #9
    nhinhonhinho's Avatar Domesticus
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    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    He he he i didn't know about this until now!

    if you find this submod awesome, feel free to rep me , but if you found the new units are weird and not feels right, feel free to throw a brick for Strategos Lykos (the one who make the new units)
    Hm...I'm thinking about throw eggs to you and give Lykos some rep

    PS: I want the OMGWTF faction have at least one more units. I'll give you rep if you can guest and i will give you more rep if you (or Lykos) can do it

  10. #10

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    well what do you want for OMGWTF!!!111 faction?

    BTW, there is also some heretic minds thinking about making Mordor and Sauron become separate Entity, well, Bar Ad Dur will still become Sauron's forteress, but he will be the Senate instead of Controllable general, and well, using roman senate mechanism for the 3 main baddies seems good (just like in TATW Sauron is the Pope)

  11. #11

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    Seems cool, but specially if you play as isengard and the other evils, you need to do the demands of sauron, but if you play as mordor it can be a little weird, you wont be playing as "mordor" but the second in command.
    Then, as throngs of his enemies bore down upon him and one of his followers said, "They are making at thee, O King," "Who else, pray," said Antigonus, "should be their mark? But Demetrius will come to my aid." This was his hope to the last, and to the last he kept watching eagerly for his son; then a whole cloud of javelins were let fly at him and he fell.

    -Plutarch, life of Demetrius.

    Arche Aiakidae-Epeiros EB2 AAR

  12. #12

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    and we think playing as Witchking for Faction leader (of mordor) will suits that best... Sauron will be in his own Fortress in Barad Dur.

    oh, and if any ringwraith got the ring, it still transferred into Sauron. But in turns, instead of get more powerful sauron free to be unleashed and wreak havoc, we can set the Sauron become Lord of the Ring to get better command traits on the ringwraiths, and unlock more powerful troop type to be recruited more easily

    afterall, Sauron just spent all the time giving order and his only appearance in the last battle ends up in failure because the ring was destroyed

    ....

    and of course, trigerring instant "civil wars" once Saruman or the Goblins got the ring
    Last edited by Rahwana; May 02, 2011 at 11:03 AM.

  13. #13
    nhinhonhinho's Avatar Domesticus
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    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    So the Mordor Orc of Witchking, Saruman andhis Uruk-hai and Goblin will be 3 Roman faction!?

    well what do you want for OMGWTF!!!111 faction?
    Rockman . Range unit and melee with sword.

  14. #14

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    they are allready roman here, we know, as I was one with the evil themselves...

    plus, the good side effect of Senate was no more "click to CTD", instead, we'll have Sauron's most trusted offices XD

  15. #15

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    Quote Originally Posted by Rahwana View Post
    they are allready roman here, we know, as I was one with the evil themselves...

    plus, the good side effect of Senate was no more "click to CTD", instead, we'll have Sauron's most trusted offices XD
    That means civil wars will be included, will be weird if you play as Mordor.
    History repeats itself, first as tragedy, second as farce.
    Karl Marx


    I repeat... that all power is a trust; that we are accountable for its exercise; that from the people and for the people all springs, and all must exist.
    Benjamin Disraeli

  16. #16

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    nah, just force script to make romans_julii and romans_senate always allied to each others. Problem solved

  17. #17
    nhinhonhinho's Avatar Domesticus
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    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    we'll have Sauron's most trusted officers XD
    The noble council of evil with Sauron as the Emperor!? Sound like...

  18. #18

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    Isengard betrayed mordor so just force senate and mordor to be allies.
    History repeats itself, first as tragedy, second as farce.
    Karl Marx


    I repeat... that all power is a trust; that we are accountable for its exercise; that from the people and for the people all springs, and all must exist.
    Benjamin Disraeli

  19. #19

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    to make civil war, actually what is needed is the popularity treshold.
    well...

  20. #20

    Default Re: Submod : Chaos Ring (Battle + Campaign Rebalancements)

    I've downloaded it and this are my remarks: (I have only shortly played Dunland and I've been play Isengard for 2hours)
    -Awesome starting units for Isengard
    -Dunland seems to be a little strong in the beginning. In the first 20 turns, I took 1Freepeoples town, 1 bandit town, 3 Rohan towns. The same problem with Isengard, if you blitz untill you have about ten settlements and then turtle and slowly expand, it's easy
    -New Dunland units are good but they don't appear in the early-game
    -I don't know if the veteran warriors are new or not but they're very expensive and they get their asses kicked by regular warriors.
    -Dunland needs a diplomat!!! I know that they're supposed to be stupid but just give them a diplomat with a -10 influence trait.

    Overall 10/13
    Last edited by timpi; May 03, 2011 at 02:17 PM.
    History repeats itself, first as tragedy, second as farce.
    Karl Marx


    I repeat... that all power is a trust; that we are accountable for its exercise; that from the people and for the people all springs, and all must exist.
    Benjamin Disraeli

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