I thought the mod was awesome before, but the addition of the new custom settlement art definately takes TATW to the next level of excellence. It's like playing the mod for the first time. So the TATW team has my sincere thanks and admiration.
I started V3 by playing a Rohan campaign. Whether it's the new settlement layouts and/or other revisions to play, Rohan has become fun again. I couldn't play and enjoy the Rohan faction in V2. Forget VH/VH. Even H/H almost always ended in my getting my butt waxed within 50 turns. But if I set the difficulty to M/M, not only would Isengard not even attack me, but I was usually able to take it out within 50 turns or so. It wasn't much fun.
So, I am thrilled to announce here that, from my perspective, you guys have nailed it. I'm playing as Rohan M/M and the gameplay and difficulty is as close to perfect for me as it possibly can be.
Isengard attacked me on turn 15 (or so) and the intensity has been high ever since (now at turn 110). I have had to defend Helms Deep three or four times now, and Edoras five or six. All have been closely fought affairs going right down to the wire. Both settlements are beautiful to look at and present unique challenges for attack and defence.
After see-saw fighting and a number of minor settlements changing hands, I was finally able to take Isengard on about turn 80. It's an amazing battlefield. The large, open interior of the castle presents a whole new challenge for defence. After Sauron ordered a crusade against Isengard, my defences were attrited, and the settlement was finally overrun by the armies or morder in a collosally bloody and wild battle.
So far, this is one of the most enjoyable campaigns I have experienced with TATW.
The only thing that I humbly suggest might benefit from adjustment is the Edoras layout. It is very easy to defend--easier than Helms Deep. Right now, the interior is very restricted. You simply stack the main road from the gate with every melee unit you can muster, and you will crush almost any AI led invasion. Perhaps adding some additional paths through the city to the victory area access road might cause the player defender to spread out a little more.
Or, if it is possible, allow units to move through the spaces between the houses. Most cities in TATW are populated with connected buildings that would naturally channel movement. But Edoras is unique in that it is populated with seperated houses and buildings. Allowing the AI a number of avenues of approach, even if they don't use them very often will make Edoras riskier to defend, and induce the player to evacuate for Helms Deep.
That aside, I love the changes that have been made to Rohan and Isengard. Thanks again to KK and the TATW team.




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