Only one faction can be the owner of the castle, so you don't know what the AI is gonna do if they don't own it.
Only one faction can be the owner of the castle, so you don't know what the AI is gonna do if they don't own it.
Yes, this is what keeps delaying me all the time. The absolutely retarded AI. You may have noticed only 3 units with ladders on the pictures. This is no coincidence as it would behave randomly if I add 1 or 2 more and end up not even using them...I spend 10% of my effort in making the actual battles and 90% for testing and replaying the same battle tens of times only to get the AI to behave as I want it to or at least in a less retarded fashion.
maybe you could script their ladder units to attack the diffrent walls?
It is possible, look in one of the vanilla m2tw battles
In that case, I will definitely try to work something out. If anyone has any experience with such issues, feel free to clarify or give a simple explanation.
hey so im new here. is this a submod for the battle of minas tirith? how do u download it
and hoe do u intall it plz help i cnt wait
i just played the battle wow its amazing, just one question where is rohan and the army of the dead
where is the battle of helms deep able to donwload ? wow this is so sosososososoosososo cool thanks man.
That was so freaking amazing!
Best M2TW mods :)
How about making the knights of Dol Amroth as Gandalfs bodyguard?
Were there but a tree in this godforsaken place i would have hanged myself.
just suggesting if it is possible to put trebuchets, the army of the dead and rohan
Trebuchets would be a waste of space and unit slots imho.
Rohan arrives in ~12 minutes, ~2 minutes after the gate has been breached.
About the oathbreakers - I already stated that I am not a big fan... Not to mention that I have already used the maximum amount of armies, which is 8.
Still working on it. The one major issue is that the Rohan cavalry reinforcement does not charge down the hill when it arrives, but sits in one place instead.![]()
Last edited by Emperor of Hell; December 19, 2011 at 09:08 AM.
I can't even figure out why it is happening... Maybe the fact that the terrain on which their deployment area is situated is PART of the custom settlement?Not sure really... The battle editor is supposed to generate battle scripts by itself... I will try deploying the cavalry on supposedly "normal" terrain which is not a "part" of the actual model of Helm's Deep. Would suck some major nuts if that is the issue... I really want them to charge down that hill and AI scripting for historical battles looks painful as
.
@Noobas, not really eager to include other special units at this stage - just more complications.
He has his trusty Royal Guard Cavalry unit for this purpose.![]()
Last edited by Metallistic; December 19, 2011 at 09:37 AM.
maybe if you make the uruk hai wait like 5 minutes before they attack then that would give enough time for us to manually send the cavalry to the hill, you know? like start normally with the cavalry inside the castle then when you press start battle have the uruk hai wait 5 minutes doing nothis so we can put the cavalry up there, the only problem is that they might get attacked by the uruks when they start atacking, or have them appear 12 minutes after like u did for minas tirth? its a suggestion i dont know if it will work but i was trying to do it yesterday but when the battle started and i ordered the cavalry to go wait there they would get attacked by the uruk hai.
also if u could leave a small cavalry with theoden in the siege itself it would represent the battle of helms depp u know like when theoden says ohthis lets comit suicide and do what we can outside, will you include heroes ?
its looking very very good and well done for all of this
[QUOTE=Metallistic;10750107]Trebuchets would be a waste of space and unit slots imho.
There is a sub mod which creates a minas tirith trebuchet unit that has optimal range and can be effective in seige it also has smaller unit size so it can deploy on the higher levels and hit the morodr seige towers. I guess u need prmission to use it though.
As for the army of the dead thoose things are near unkillable so i dont think it be fair for the eveil factions to add them unless iam misisng an easy way to kill them.
[QUOTE=goblinking;10750469]near unkillable? they're entirely unkillable!
I've put them up against armies of fully upgraded Saurons and Shelobs and won without a single loss!
In theory, they can die, but effectively, they'll win.
And I think you misunderstand what Metallistic is saying. You only have 20 unit slots to use. It's difficult to reflect the battle of the Pelennor Fields using only around 3000 units. Adding in trebuchets would heavily affect pathfinding for other units, they would be very hard to place and would drastically limit the number of units you can field. It's a shame they can't be properly integrated, as it is also for other elements such as Fell beasts, and troll catapults (destroy the walls, unlike in the movie, and prolong the orc advancement), but these are engine limitations and any attempt to integrate them would look shoddy or give dissatisfying results.
Last edited by Keyser_Soze; December 19, 2011 at 10:44 AM.
holy!!!! that's some epic battle shots!!!
what's ur system spec lol