More watchtowers from start is indeed a good idea. Jihad would also be good. An idea from me would be to give HE a settlement right east of rivendell, as a start buffer from ootm. This is kinda lore accurate as elves and dunedain did control these areas and keeping the orcs and trolls away
I don't think it's possible to make Dale OP. Giving them mines is against the lore but giving them Araw is a good idea. If you don't give them Araw at least make Riverrun a town.
Didn't you beat some fairly large Rhun stacks as Dale in HS1? Overall, I think Dale's troops are a bit better than Rhun's starting troops in autoresolve. So, that's why I think we should be careful about giving them too many bonuses.
Didn't you beat some fairly large Rhun stacks as Dale in HS1? Overall, I think Dale's troops are a bit better than Rhun's starting troops in autoresolve. So, that's why I think we should be careful about giving them too many bonuses.
First of all, it was stack, not stacks. I defeated 1 stack, killed the remaining troops of that stack, took 1 settlement and then found myself with no money and surrounded with 3 full stacks of Rhun while I had one stack and half. Dale troops are no better than Rhun ones, it's just that I had an epic general and all my starting elites and a bunch of mercenaries in that stack. Heart Watchmen are weaker than your average rebels... Dale needs around 1000 gold per turn more to stand a chance against Rhun. I played both factions in a hotseat so I know what I'm talking about. I'd say give Dale Araw and make Riverrun a town OR increase Dale king's purse by 800.
Yeah but in that hotseat, Rhun already had 2 full stacks ready to attack again because they are so much richer than Dale. The only reason why Dale won was because they had King Bard who is just an epic general. Rhun also starts with a lot more regions than Dale and three of them are richer than Dale`s richest city.
- Population requirement from Large Town to Minor City changed from 12 000 to 6000
- Population requirement from Wooden Castle to Castle changed from 8000 to 4000
sounds good to me, I also forgot that we are increasing the city populations!
Last edited by The Norseman; September 11, 2012 at 12:46 PM.
I agree with StealthFox, we should get working on this ASAP.
Originally Posted by The Norseman
Dale will never come close to over-powered Rhun. Rhun starts off with a better economy, more settlements, more units/recruitment. Giving Dale something to help balance it out, because Dale almost never wins, and is over-whelemd with the forces of Rhun.
Also, i would think letting them build mines for Dale (The City) would be a good idea, since its so close to the Lonely Mountain. Remember, TATW is based on the lore, this is a Hotseat patch, doesnt have to be lore.
Originally Posted by The Norseman
I say move him to somewhere else and replace it with another General.
Originally Posted by The Norseman
Isengard is over-powered as it is against Rohan, giving them an extra settlement would probably make them un-stopable.
Originally Posted by The Norseman
Originally Posted by The Norseman
Originally Posted by The Norseman
Gondor should start off with more units in the settlements West of MT because that is where Harad usually strikes, and most Gondor players have the bulk of their army fighting Mordor.
Im good with giving them an extra settlement. And perhaps a little bit of a population boost in Anarch (If we are doing an overall population boost for all settlements, then okay)
Originally Posted by The Norseman
I dont think Eriador's Recruitment time can be changed because of Arnor. Also, i say leave the Breeland Militia and just do a massive population upgrade for Eriador in all settlements letting them build more stuff, recruit better units, and make it way easier to re-forge Arnor which would make the Hotseat pretty awesome.
Originally Posted by The Norseman
Originally Posted by The Norseman
Originally Posted by The Norseman
I say both regions go to them because its more troops, and that way the Silvan Elf player doesnt start off loosing their main army taking Elyn Dolen.
I currently thought it would be fun to do a hotseat campaign with a buddy but all we get are a ton of shire autonomy proposals, that wont go away no matter if we say yes or no, am i going to have to say no/no (for some reason two pop up each turn) every single turn. also he switched his capital but it shows up on my game also as if i changed my capital thats another side bar thing that pops up everytime.
we had a ton of fun doing a SS hotseat campaign but i dont know if we are going to run into a lot more bugs with TATW hotseat. or are there certain factions that work better then others?
Its because you start the hotseat in another way than we do. You must go in your preference file and enable hotseat and other stuff. Emperor of hell can tell you how to create a proper hotseat. If he has time!
I have updated the OP with some new stuff after listening to the community`s opinions. I want to start with this as soon as possible so here is the current list:
List
Patch for TATW
Hey guys, I think I might try to release a Hotseat patch for the next release of TATW. For TATW 3.3 or 3.4
and I would like to hear what you guys think of the following ideas. Please comment if you think other things should be done as well. Note that these points are just the first things I can think of at the moment.
I think I'm still against giving Dale access to mines. We can try it out in a test version maybe, but I think it will give them too much of an advantage considering the rest of the buffs they're getting. Everything else looks good though!
Yeah, we could test it out when we get this thing running and see if it gives Dale too much of an advantage. Hmmm only TATW 3.1 HS 3 # that remains now before we can start modding...
Im not too sure about Dale having mines either, I cant see the dwarves letting others mine near them. Also how about increasing the Dwarves movement points? In 3.1 (not sure about the new patch) Rhun can run rings around the dwarves and makes it difficult to get close to them without exposing troops to getting wooped.
It's near but not really bordering it. Mines for Dale are really not that realistic. Making Riverrun a town and giving Dale Araw would be much better than giving them mines.
It's near but not really bordering it. Mines for Dale are really not that realistic. Making Riverrun a town and giving Dale Araw would be much better than giving them mines.
yeah I guess it is for the better. The Elven rebel city has mines though! but it is damn near impossible to take it with Dale and autoresolve. I used 1300 men against 400 and had clear defeat every time so I had to bring in Bard with his 10 stars and even then it was a close victory...
How many rebels were in that settlement? Probably 6 or more? That's one reason why I suggested reducing rebel units in rebel settlements. They could probably be halved across the board.