I think you may add my accuracy mod to a new update for your addon, CapnDan.
I think you may add my accuracy mod to a new update for your addon, CapnDan.
I'd thought about that a bit but ran into the following problems:
a)maintaining game balance - the balancing for lotrtw is actually fairly complex and done in great detail (unit cost vs. size vs. speed, armour type and strength, different attack values and bonuses) and at present it seems to work very well. Orc archers, for example, have a pretty good attack but very limited range and are basically useless in meele but in significant numbers they can present a real hassle (even when playing against the AI) because of their relatively high attack value. If we made them less accurate they would become pretty useless pretty quickly. The opposite is true for elven archers for example, while their accuracy is coded as the same, they have much greater range, move more quickly, (I think have a faster rate of fire), and do much more damage. Increasing their accuracy runs the risk of making them OP.
b)not sure how many different projectile types are allowed (but I'm pretty sure it's limited) and
c)managing those two above things well would probably be quite a bit of work as it'd likely require quite a bit of testing, trial and error, etc.
I would like to see increased accuracy from elite elven archers especially though (I've always been slightly bothered by their messy shotting), so I'm thinking maybe of adding just a single additional projectile class for those units, slightly more accurate but not quite godlike accuracy perfection and then see if they need further balancing via cost increases or something.
Yeah. It maybe a problem about the accuracy, but you can increase the accuracy of elven archer or ranger of the north a bit more. They may not skillfully like Legolas, but they must be more skillful than orc. Then it may looks better.
You just increase the value of "accuracy_vs_unit to 0,9 or 1,0 for a quite good accuracy. If you decrease the value to 0,01 ( As legolas ) , you may not need to use melee troops because the archer can easy to take out all of enemy before they come for combat.
About the orcs, we may not need to reduce the accurate, but we can reduce their damage or firing rate in export_descr_unit, I think you may know that.
I have edited the firing rate of legolas:
( In export_descr_unit )
stat_pri 22, 0, sharp_arrow, 170, 30, missile, archery, piercing, none, 25 ,1
to
stat_pri 22, 0, sharp_arrow, 170, 30, missile, archery, piercing, none, 25 ,0.5
and it seem working.
Aaaand it's done! OP Updated with download link for Campaigns Addon V2.6 including the last of the long line of bug fixes and polishing AND the Numenor Campaign is finished!!!!!
Feedback of whatever sort would be much appreciated.
Cheers all.
Sorry but it CTDs at the starting loading screen for me (the one even before the main menu comes up) . No message shows up.
Dang.. thanks much for the note though, I'd not have know otherwise.
I'll start looking again to see if I might have missed something. In the meantime, silly questions but do you have any other LotR-TW sub-mods installed (they don't play nice together) and tried installing the addon and then restart your computer?
Edit: Oh, also do you have " -show_err " on in the target line for launching the mod?
Edit Again: Just checked it on a full brand new clean install and it seems there's a problem I'd not noticed before having to do with an earlier attempt to add in a new culture for the Numenoreans. I'll clean up the release package and post a new one.
Thanks very much for the heads-up Sath's... sorry for the broken download...
Last edited by CapnDan; February 09, 2016 at 01:52 AM.
Nope, i thank you for your excellent work. Some questions:
1) Which faction do you like to play most?
2) Recruiting units as Gondor (and some others) takes 2 or 3 turns. Doesn't that makes them too vulnerable?
3) Which difficulty level do you like most?
4) The Fellbeasts are not so powerful now, are they?
Happy to Answer Questions!
1. Through the course of beta testing my work I've played at least a basic/quick campaign with pretty well every faction and honestly find them all to be interesting. The work of the original mod devs was very good and in fairly exacting detail, every faction tends to have their own character, advantages, and disadvantages. The three new provincial campaigns in the Campaigns Addon are also set up to let you play as most of the factions. So... I guess short answer, I love all my factions, but more specifically, if you're going to try out the "Return of Numenor" Provincial Campaign, I'd say definitely try Numenor (even if their faction/campaign description isn't showing up correctly...).
2. Unit recruitment over 2+ turns is actually a feature in the main LotR-TW mod that is continued and expanded on in this addon. It actually has several effects all of which are fairly important. For example, it makes your armies feel much more like limited resources and therefore requires a bit more actual strategic thinking (and better tactical thinking in battle) and it helps with balancing out the factions on a macro-strategic sort of level and controls, to an extent, which units the AI will prioritize building.
As to being too vulnerable, Gondor (and most other factions since the Addon for that matter) will almost never be fully conquered, even despite massive scripted Mordor armies in the "War of the Ring" Campaign, and that's just AI vs. AI.
3. All the testing was done on M/M but you can certainly feel free to ramp up the difficulty depending on your own affinity for punishment. Like the readme says, with the reblancing in the Campaigns Addon, most campaigns are easy to lose, or at least should provide a bit of a challenge even on M/M.
4. Fellbeasts are about as powerful as ever I think, but I had changed the code to make them slightly less common. Basically the Witchking is the only unit ever to regularly spawn mounted on a fellbeast (not to say that other Nazgul won't have them on occasion, but not as frequently as before). But, like almost every other unit in the game, even fellbeasts bearing a powerful undead mage king, still have certain weaknesses.![]()
Well that's a little embarrassing, turns out I'd simply neglected to include a file that was changed in case a custom Numenor culture type was ever to be implemented...
The missing file is attached here just drop it into your " .../lotrtw/data " folder and the game should run just fine.
I'll also update the OP with a new pack including the missing file...
Congratulations and thanks a lot for Numenor-release!!!!!!!!! I couldn't launch it yesterday but maybe with the new file...unfortunately, I won't have time for real testing during the next days...so feedback will come later...!
Is there any way to recruit numenorean units in other cities except in Fornost ?![]()
Nope, Numenorean army units can only be recruited in Fornost. But they are very strong and very durable - the idea is that they should be a very rare and valuable resource indeed. It's a similar idea to the new general units for numenor. They are very strong, very durable, but small in number which is their key vulnerability and which requires perhaps a bit more thought or longer-term planning in terms of their use. Part of the plan is that this introduces a new level of strategic decision-making into the campaign as even a severely depleted company of numenorean swordsmen (for example), especially once experienced and upgraded, can be the deciding factor in turning a large battle to your favor. So, do you keep them with your forward armies and risk depleting them further (or losing them altogether?!), or do you send them on the long trip home to be brought back up to full strength?
Side note: As you expand you'll find that the Numenorean faction also has support of both elves and dwarves where those populations exist (and access to other very strong units if you can uncover an abandoned barracks or forge of theirs).
Last edited by CapnDan; February 12, 2016 at 07:03 PM.
Thanks for the answer,
and is there any way to make them available in other 2 cities on the start, but not in other cities which I conquer.
And why I can't recruit high noldor units when I build foundry of mawe ina "Age of men" and "Return of Numenor" ?![]()
Yes, numenor units could be made buildable at other settlements, all you'd have to do is add the hidden resource "sparta" to the other regions where you'd like them to be buildable in the descr_regions.txt file which can be found in the custom campaign folder for returnofnumenor (...lotrtw\data\world\maps\campaign\custom\returnofnumenor ). Then delete your map.rwm file in that folder and start a new campaign and you should be good to go.
The noldor faction (and noldor faction only) should be able to recruit high noldor units in all the campaigns, but it requires building the highest level forges in all three settlements on the coast (Grey Havens, Forlond, and Harlond I think they are). Also it requires a scripted event so you'll have to have all those built and then wait a few turns until the event activates itself.
Coming back to old mods i liked, happy to see this modmod was kept and super expanded. Gonna try it out![]()