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Thread: Suggestions

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  1. #1

    Default Alternative Elven names

    I noticed when playing Elven factions that you get generals and agents with kind of Old Greek names. While playing with Gondor I noticed names as Mablung, Orodreth, Beleg etc. with could also used for the Silvan Elves. For the High Elves names there should be more with a more Finnish/Latin and less Greek feeling.

    Anyone agrees?

  2. #2
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Alternative Elven names

    Quote Originally Posted by Red Viper View Post
    I noticed when playing Elven factions that you get generals and agents with kind of Old Greek names. While playing with Gondor I noticed names as Mablung, Orodreth, Beleg etc. with could also used for the Silvan Elves. For the High Elves names there should be more with a more Finnish/Latin and less Greek feeling.

    Anyone agrees?
    Those are names from Elves in Silmarillion, not fan fiction based on Greek
    The noble Dúnedain of Gondor spoke Sindarin and took Elvish names, both Denethor and Boromir are names of historic Elves for example; while Aragorn is Sindarin in same manner.
    Last edited by Ngugi; March 02, 2013 at 10:56 AM.

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  3. #3

    Default Re: Alternative Elven names

    Quote Originally Posted by Ngugi View Post
    Those are names from Elves in Silmarillion, not fan fiction based on Greek
    The noble Dúnedain of Gondor spoke Sindarin and took Elvish names, both Denethor and Boromir are names of historic Elves for example; while Aragorn is Sindarin in same manner.
    Sorry guys I didn't know that they were canon. That's why I opted for the Sindarin names that Gondor uses.

  4. #4

    Default Re: Alternative Elven names

    Just fought my first battle on the Rammas Echor. While I love the look of the wall, I feel it would have been better to use standard wall components so that troops could be deployed on the wall and the walls brought down with siege equipment (catapults), even if it is not possible to build rams, towers and ladders. The Rammas Echor should be a less formidable obstacle, which a well equipped Mordor army should be able to smash through without having to resort to permanently open gates.

    Would also love to see the possibility to actually deploy men on the walls of Minas Morgul, right now the defender is reduced to fighting in the cramped space inside the first gate. This feels sad when archers on the wall could wreak slaughter upon foes advancing down the causeway...
    Last edited by The Yogi; March 04, 2013 at 01:03 PM.

  5. #5

    Default Re: Suggestions

    Hi, i usually play as HE and my generals have a long life span, during these spans almost everyone of my generals posted in a city gets the embezzeler trait, and or something that decreases tax revenue, hell it bankrupted me in a course of 6 turns because i wasnt paying attention, and i had taken over 1/4 of the map so maybe tune that trait down a bit if possible?

  6. #6

    Default Re: Suggestions

    The trait is all fine. TATW was made for people who really know how to play. Also this might help you:
    Deep Pockets (Embezzler 1)- -10% Tax Income, gained after 1 point of Embezzler
    Fraudulent (Embezzler 2)- -20% Tax Income, upgrade after 3 points of Embezzler
    Embezzler (Embezzler 3)- -30% Tax Income, upgrade after 6 points of Embezzler

    Embezzler has Upright as an antitrait. On coming of age, a general gains a point of Embezzler with 4% probability. At the end of any turn, if the treasury is greater than 50000, and your general is in a settlement, he gains a point of Embezzler with 3% probability. If the treasury is greater than 100000, he gains a point with 5% probability. And if it is greater than 150000, he gains one with 8% probability.
    Last edited by Wizad; March 10, 2013 at 05:30 PM.
    In it for the rep.

  7. #7

    Default Re: Suggestions

    How as the elves can you deal with enemy diplomats and assassins without assassins of your own?
    Thats why though true not lore, its something the elves need...

  8. #8

    Default Re: Suggestions

    You can deal with assassins by surrounding the enemy assassin with your troops (1 unit is enough). When you have the assassin completely surrounded, place another unit on the assassin. This kills the assassin.
    You could also add a spy to your armies, they lower the chances of a successful enemy mission on that stack.
    In it for the rep.

  9. #9
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Suggestions

    Quote Originally Posted by Wizad View Post
    You can deal with assassins by surrounding the enemy assassin with your troops (1 unit is enough). When you have the assassin completely surrounded, place another unit on the assassin. This kills the assassin.
    You could also add a spy to your armies, they lower the chances of a successful enemy mission on that stack.
    it actually works with spies and diplomats too, and you don't need to fully surround him if in some way he can't already go in some direction (for example when he is close to a river, enemy city, etc). It works for your own agents too. I lost one diplomat close to Moria (coming from east direction), caught between the city and a Lorien army; as soon as an army of OotMM came out and stepped on the same tile he died and disappeared (but I haven't got the message at the end turn)

    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader

  10. #10

    Default Re: Suggestions

    Does this thread means that there will be more releases of TATW? I would really like that, since I can't get this game to work at all
    Sooo, my suggestion - don't make anything different, just work on bug fixes

  11. #11

    Default Re: Suggestions

    Add custom location when fighting near Rauros.
    And also it would be better if troops in Osgiliath have to use bridge instead of just passing through water - it would make it a lot harder since there is only 1 passable bridge.

  12. #12

    Default Re: Suggestions

    @vladecrni
    My game works so it must be your computer. Make a thread in the technical help subforum.

    @ilovemetal
    The Argonath battle map is already in the game?
    In it for the rep.

  13. #13

    Default Re: Suggestions

    A total remake of the songs in TATW.
    Put musics from the movies of the Lord of The Rings

    For example the Submod MOS has a huge variety of musics in the battle.
    JPEmpire is gone!Sauron will conquer all TWC!!!! BUT I can also enjoy the mods (yes I have a computer don't judge Mordor ok?)
    Recommended Mods:
    EUROPA BARBARORUM 2,ROMA SURRECTUM 2,RISE OF THE THREE KINGDOMS,STAINLESS STEEL
    AND
    Dark Lord simulator (Third Age)

  14. #14
    Sunseri's Avatar Laetus
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    Default Re: Suggestions

    Will there ever be any new factions added? I like the ones now but i'm just curious.

  15. #15
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Suggestions

    Quote Originally Posted by Sunseri View Post
    Will there ever be any new factions added? I like the ones now but i'm just curious.
    Unknown, as is if there's any work currently going on with TATW at all - King Kong is not active here, while haven't torally disappeared either.
    The answer is likley no, however, it has been suggested for a very long time but so far not appealed to KK's interest. It's a field left for submods it seems

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  16. #16
    chriskourou's Avatar Semisalis
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    Default Re: Suggestions

    Quote Originally Posted by Ngugi View Post
    Unknown, as is if there's any work currently going on with TATW at all - King Kong is not active here, while haven't torally disappeared either.
    The answer is likley no, however, it has been suggested for a very long time but so far not appealed to KK's interest. It's a field left for submods it seems
    That's really sad...

  17. #17

    Default Re: Suggestions

    Just tried it out and its pretty awesome. I noticed that, not counting Arnor, the good factions outnumber the evil ones. If you want to balance them, perhaps add Khand as a faction? True, not a lot is written about them, but they're generally thought to be a hunnish type culture. Give the evil factions a horseman race as the equivalent to Rohan.

    Also, will you be updating Dale and the Dwarves to look more like the Hobbit movies? That's where you said you got most of your visual inspiration.

  18. #18

    Default Re: Suggestions

    Anyone done or considered an Angmar submod?

    Could be almost the exact same map but starting in roughly 1300. A lot of the factions could be the same. There would of course be no Mordor or Isengard, Gondor and the Easterlings would be much more powerful and Rhovanion would be added. But the main interest would be Arthedain/Cardolan/High Elves vs Angmar/Rhudaur/Dunland/Orcs of the Misty Mountains. I'd especially like to see Angmar start out without many units but extremely high quality asssassins, spies and diplomats (good at bribing). Sauron and company always get their start through treachery.

  19. #19
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Suggestions

    Quote Originally Posted by Plarbleman View Post
    Just tried it out and its pretty awesome. I noticed that, not counting Arnor, the good factions outnumber the evil ones. If you want to balance them, perhaps add Khand as a faction? True, not a lot is written about them, but they're generally thought to be a hunnish type culture. Give the evil factions a horseman race as the equivalent to Rohan.

    Also, will you be updating Dale and the Dwarves to look more like the Hobbit movies? That's where you said you got most of your visual inspiration.
    It depends on what you mean with balance, as the evil factions tends to have the upper hand in the game, concerning auto battles and sheer number of units.
    Concerning Khand we know nothing about them beside the name itself, anything you read or see about them is made up by others than Tolkien.
    The reason to not make them a faction however is that they would be locked in between Rhûn and Harad, having nothing to do beside during Invasions; this can be worked round by making the map bigger like alreadyded done in his PCP submod, but have not been of interest to King Kong so far.

    Quote Originally Posted by eloris View Post
    Anyone done or considered an Angmar submod?

    Could be almost the exact same map but starting in roughly 1300. A lot of the factions could be the same. There would of course be no Mordor or Isengard, Gondor and the Easterlings would be much more powerful and Rhovanion would be added. But the main interest would be Arthedain/Cardolan/High Elves vs Angmar/Rhudaur/Dunland/Orcs of the Misty Mountains. I'd especially like to see Angmar start out without many units but extremely high quality asssassins, spies and diplomats (good at bribing). Sauron and company always get their start through treachery.
    A few times over, hehe.
    Check this http://www.twcenter.net/forums/showt...hking-Returns!
    the upcoming DaC http://www.twcenter.net/forums/showt...ed-scripters!)
    and likeise WIP Ruins of Arnor http://www.twcenter.net/forums/showt...ATW&highlight=
    Last edited by Ngugi; April 09, 2013 at 08:23 AM.

    Kingdom of Lindon preview video out





    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  20. #20

    Default Re: Suggestions

    The WIP Ruins of Arnor sounds perfect, but from the thread it looks like it's been cancelled. Argh.

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