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- AI: Khazad-dum dwarves don't do anything. It is probably because they only have one settlement.
- BALANCE: Imladris still has a negative income at start thanks to the twin brothers.
- BALANCE: Imladris starting economy feels a bit too tight to me.
- BUILDINGS: Dirt Road's description is bugged (requires Town(upgrade), info_Near_Harad).
- BUILDINGS: Hunting Camps are not available in villages.
- BUILDINGS: Inn's picture is vanilla/wrong for orc factions.
- BUILDINGS: it is odd that the Blacksmith level 2 building requires the farms level 2 building. The only requirement should be the town guard or equivalent for Middlemen.
- BUILDINGS: Roads are not available at the Motte-And-Bailey level.
- BUILDINGS: the third level of the dwarven culture building has only +2 bonus and every other culture has +3 bonus.
- BUILDINGS: there is a northmen town guard in Fahamgathol which should not be there.
- BUILDINGS: Towers of the Teeth's picture is vanilla/wrong in Morannon.
- CINEMATICS: Dorwinion (Dale), Dunedain (Breeland), Erebor/Khazad-Dum (same), Galadhrim (missing), Khand (Rhun), Mirkwood (Mordor), Umbar (Harad).
- ELVEN ALLIANCE SCRIPT: building to train Lothlorien/Thranduil units.
- FIRST TURN: Breeland doesn't get Caras Celairnen and Undertowers.
- FIRST TURN: I'd like to suggest giving Nerburktha (village in the Plague Lands) to Khand. Because Khand's script prevents them from doing anything themselves until Rhun, Mordor, or Harad are wiped out Mordor is always going to take it before they do.
This means that even if Rhun is defeated the, now active, Khand is still blocked off from trying to 'avenge them' as they're stuck boxed in by Mordor's territory still unable to move anywhere.
- FIRST TURN: Imladris gets Cameth Brin from start... it is probably necessary for the AI but not for the player.
- GARRISON SCRIPT: Bree and Archet only have one garrison unit which feels weak to help the AI.
- GARRISON SCRIPT: Bree and Fennas-Drunin garrisons seem a bit weak. They currently have 1 elite garrison unit while 2 units would be better because these are the main settlements of respectively "Breeland and The Shire" and "Dunedain".
- GENERALS/LEADERS: add Gandalf back into the game.
- GENERALS/LEADERS: can I make a suggestion to give Celeborn and Haldir armour-upgraded Sentinels of Cerin Amroth and Galadhrim Marchwardens respectively instead of the faction's standard Galadhrim Bodyguards? No reason other than I've always been a fan of giving "hero" generals different bodyguards than regular ones and those units seem very suitable for those two.
- GENERALS/LEADERS: Celebrian, Elrond's wife should be dead (technically she isn't, but she sailed west in T.A 2510). Also it means that as a player you can't acces lots of bodyguards very fast which makes the game much more interesting.
- GENERALS/LEADERS: Ered Luin lacks any hero general. Maybe slap a special ability onto their leader or heir?
- GENERALS/LEADERS: Glorfindel has a wrong bodyguard unit.
- GENERALS/LEADERS: it might be pretty cool if Dorwinion also had an Avari Hero general alongside their other starting generals, some hypothetical high rank Avari Elf from the Elves that are settled there, with one of the Avari units as a bodyguard and a suitable portrait.
- GENERALS/LEADERS: Mirkwood's faction leader title is "King".
- ISENGARD WOODCUTTING SCRIPT: CTD when Ents spawn.
- MISSING EVENT PICTURE: Dol-Amroth claims Edhellond
- MISSING EVENT PICTURE: Imladris reclaims Eregion
- MODELS: Angmar Orc Halberdiers have a malformed texture.
- MODELS: Khazad-Dum's Deeping Wards unit are holding a kind of weird brown and black stick in their off hand instead of their shield.
- MODELS: Rebel Peasant Axemen have a malformed texture.
- MODELS: Rebel Spear Militia have a malformed texture.
- MORIA RECLAIMING SCRIPT: Orcobal cannot be attacked.
- MORIA RECLAIMING SCRIPT: the city has a Shrine of Melkor when taken by dwarves.
- NAMES: I've ended up with an Ered Luin general named ".".
- NAMES: Nazguls are bugged.
- OFFICERS: Imladris still has Eregion Smiths model as their captain instead of the Silver Imladris Armor.
- RECRUITMENT: all Elven factions require a proper look and re-work of their units' recruitment stats.
- RECRUITMENT: Dunland can't recruit Isenmach Raiders.
- RECRUITMENT: I find it odd that Erebor can recruit Dale Cavalry in farms. You could perhaps add a single building to recruit these mercenaries or make them recruitable from the Town Hall.
- RECRUITMENT: Lothlorien can't recruit Sentinels of Cerin Amroth.
- RECRUITMENT: there is only one unit recruitable from farms for Enedwaith which seems not enough.
- SCRIPTS: is it possible to include the Gondor Fiefdoms from Kilic Ali and family three to some generals?
- SETTLEMENTS: Fennas Drunin can't upgrade Hunting Camps.
- SHIELD VALUES: some units get a shield bonus but don't have a shield on the battlefield which is odd (for example, Westron Rabble gets a +1 shield value but no shield on the battlefield)
units that should have shield bonus one since their unit's model has a shield:
-> Uruk Bodyguards, Belegaer Archers, Snow Trolls and Trolls of the White Hand (they have a little shield but I can understand if you don't add any shield value to them).
units that should have a shield value because they use their shield with their secondary weapon:
-> Blackrock Crossbowmen, Blue Mountain Scouts, Dwarven Travellers, Grey Company, Helmingas, Lorien Scouts, Osgiliath Veterans
units that should not have a shield value since their unit's model has no shield:
-> Clan Warriors, Half-Orc Baneguard, Hasharii, Regent Axeguard, Snaga Rabble
units that have a shield on their back (some of them even have a shield value *) but don't use their shield in battle:
-> Blue Mountain Scouts, Dwarven Travellers, Eored Horsearchers *, Helmingas *, Iron Crossbowmen *, Riders of the Fold *
- SILVER SURFER: Mumakil for Umbar (soldiers and mounts)
- STRATMAP: OotMM's spy is near Gynd which is not very useful.
- STRATMAP: rebels in Moria are human rebels. They should be orcs.
- STRATMAP: rebels in Withibord should be orcs. They currently are human rebels.
- TEXTS: the Shadow of Mirkwood description says that Lothlorien and men of the vale are "to the east and northeast respectively". It should be west and northwest.
- TILESEEN CINEMATICS: Harnrain Region gets Fangorn cinematic (TileSeen monitors' coordinates in Campaign Script).
- TILESEEN CINEMATICS: Rhudaur Lowlands gets The Last Alliance cinematic (TileSeen monitors' coordinates in Campaign Script).
- TRAITS: Celeborn's special ability trait states his special ability is "Stubbornness of Dwarves". Though his special ability on the battlefield is actually "Defensive Stance".
- TRAITS: Haldir has the "Sindar" trait though his biography refers to him as a Silvan.
- TRAITS: VoA Hobbit Generals have the "Eotheod" trait.
- UNIT CARDS/INFOS: Ents (missing both).
- UNIT CARDS/INFOS: Gurdhinen (missing large)
- UNITS: a lot of skirmishing units seems to be now recruitable in farms instead of barracks. This leads to some issues (AI spawns annoying armies of skirmishers which is a pain while playing as dwarves or without cavalries). I think something must be done. You could lower their recruitment rate or availability, move their recruitment to barracks or simply remove the ability to skirmish.
- UNITS: allow Guardians of Belegost to be trainable immediately from Buszra-Dun but at a very low replenish rate until you can construct the 'proper' Barracks for it. This'd break up the "Warrior spam" of the early game a bit, plus the Town starts with such a tiny population that by the time you grow it to City level you're going to be well into the late game anyway.
They also have rather low stats for an AoR medium-tier unit (for comparison they're a lot weaker than Dwarven Axemen). I'd recommend giving them armour piercing (bloody huge two handed axes) and perhaps up either their charge or defense a bit too.
- UNITS: as others have already said, swordsmen and bowmen having the "Bonus Against Cavalry" ability seems odd. For example, in Dorwinion, their Vineyard Bowmen and Shieldbearers and their Thorn Bladesmen have this ability.
- UNITS: Bronze Elder Guards and Ered Luin Halberdiers are clones. Perhaps one or the other could be tweaked into a true pike unit as it is now they're both halberd users with identical stats.
- UNITS: catapult soldiers have a high armour (11) which seems to be too much.
- UNITS: Dale Bodyguard's size is a bit too large.
- UNITS: Dalian Woodsmen are a bit weak compared to Farmhand Archers and are available after in the villages because you can't build Hunting Camps.
- UNITS: Dunhird Champions are recruitable in 3 turns which seems a little too much they are not elite units (available with first barrack level).
- UNITS: Dunland Horsemen and Dunland Hunters have only two armours upgrades.
- UNITS: Enedwaith's River Archers and Enedwaith's Stalkers costs or stats should be swapped as the Enedwaith's Stalkers are actually far superiour archers than the former though they're much cheaper (they have a much longer range, can hide anywhere and have a larger unit size).
- UNITS: Eorling Axemen are useless compared to Eorling Swordsmen. They have the same stats but Eorling Swordsmen have a better stamina. I think Eorling Axemen should have the "Effective Against Armour" ability.
Eorling Axemen and Swordmen are actually identical stat wise in the EDU, though the descriptions suggest the Axemen should be good against armour, while the Swordsmen should be more skilled in combat.
- UNITS: Erebor Axethrowers have better melee stats than Dwarven Warriors.
- UNITS: Erebor Mattocks have a higher unit size than their other units; perhaps, as well as tweaking their size, they could be changed into a more of a specialized flanking/offensive unit, as opposed to the more tanky Dwarven Warriors just for variety's sake.
- UNITS: Farmhand Pikemen have the ability Hide Anywhere but it doesn't work.
- UNITS: for Rhun, Horse Guards seem very weak compared to the Steppe Raiders.
- UNITS: Hir-en-Ech seem to be one tier of stats too low. Perhaps they should be real elites on par with their Swordsman cousins. Those 2H axes and the Elder Council should be plenty for the medium tier melee infantry.
- UNITS: I noticed that those 2H axe Maethyr-e-Thewair have been added to their campaign roster so they're shared with Thranduil. I dunno, I get the idea behind it but I kinda get more of a Mirkwood Elf vibe from them than Lorien. That's just me though.
- UNITS: I'd trim back the defense on the Lorien Spearmen: 17 base (not even upgraded yet) defense seems very, very high for only a basic unit.
- UNITS: Imladris Rangers should have 900 upkeep.
- UNITS: Iron Crossbowmen stats are perhaps a bit too beastly now they've been dropped to a basic unit.
- UNITS: Merchant Cavalry is cheaper than Greenway Sentries, but is equal or better than Greenway Sentries.
- UNITS: Mirkwood Stalkers and Orc Raiders have the same cost, upkeep and number of soldiers but Mirkwood Stalkers are clearly weaker. I think they should be at least cheaper.
- UNITS: Nazguls from Mordor should have a much stronger bodyguard, the pale in comparison to the Bodyguard of Mirkwood.
- UNITS: perhaps modify the Hasharii to be more like the Gurdhinen and Tulkas Faithful stats-wise; hide anywhere, high attack and charge but a little on the squish side. Right now, despite their model and flavour text description of being expert assassins, they're pretty much just stock heavy infantry. This'd be to differentiate them a bit from the Dismounted Serpent Guards for Harad and give them a more unique application for Umbar.
- UNITS: Sindar Archers have the exact same stats as Nosterino Archers, which is quite odd.
- UNITS: Territorial Guardsmen should have a better defense than Gondor Militia or have a bonus against cavalry. They are currently useless compared to Gondor Militia which is available at the same barrack's level.
- UNITS: Thranduil's Bodyguard has too many soldiers and is too expensive.
- UNITS: Thranduil's Bodyguard's name could be changed to something like Sindar Bodyguards or Sindar Nobles as one of Lindon's units has the same name.
- UNITS: Tulka's Faithul need their defense ramped up... WAY UP. I tested them against Sindar Archers and they were ANNIHILATED.
Their defense needs to be like 18 or 19, after all they're wearing metal and not leather armor, unlike the Nosterino Warriors, yet the Nosterino have 17 defense while Tulka's only has 13.
The reason I compare the two is that they have the exact same up-keep and recruitment cost, but they are simply not worth it.
- UNITS: Watchmen Axeguard and Watchmen Swordguard have the same cost, upkeep and number of soldiers, but Watchmen Axeguard is better.
- UNITS: Why do Enedwaith Stalkers require 2 turns to be recruited? It is too much for such a unit compared to, for example, Dunland Hunters.
On the top of that, Dunland Hunters and Enedwaith Stalkers costs compared to Farmhand Archers is a little bit higher but these two units are not really better than Farmhand Archers and they are recruitable through the wildmen barracks which costs a lot.
- UNITS: Woodland Horsemen seem to be way too strong for only a basic cavalry unit.
- WIN CONDITIONS: Dunland must get Derwath and Gineard which are normally held by Isengard.
- WRONG FACTION VOICES (Middle-Eastern, Orcs)
- UNITS: Enedwaith Stalkers are still worthless compared to Dunland Hunters (same availability, cost and upkeep but weaker. Their only advantage is their recruitment time: 1 turn vs 2 turns for Dunland hunters). I think you could simply remove it from the Dunland's roster or modify Dunland Hunters to be clearly different.
- BUILDINGS: Ballista Tower's picture is vanilla/wrong in Barad-Dur, Carn Dum, Cirith Ungol, Dol Guldur, Durthand, Isengard, Minas Morgul, Morannon... orc factions!
- UNITS: Southron Pikemen feel rather strong for a basic unit (and Harad spams them like crazy). In the early game even surrounding them with sword units on all sides is going to incur massive causalities, and their high armour means missiles aren't too effective either.
Perhaps tone down their armour rating to that off the Dol Amroth Pikemen (Southrons have 14 base defense at the moment which feels a bit on the high side), or perhaps swap their defense skill and armour around so they at least gain a weakness to missile troops.
- UNITS: Southron Lancers have much worse melee stats than their Haradrim Raiders horse archer unit. Might want to tweak them a bit.
- UNITS: all stat_health values to be adjusted to fit a set pattern ( http://www.twcenter.net/forums/showthread.php?658869-stat_health-in-EDU-amp-autoresolve )
-> Basic Unit - 1 // Medium Unit - 4 // Upper Unit - 7 // Elite Unit - 10
-> Variations will apply with cavalry, monsters and other types of units.
-> (Zarathos) I would suggest using the following pattern to avoid creating impossible to win auto-resolved battles especially with low/medium quality battles (they are a sort of multiplier)... can be easy tested and changed after:
- Very Cheap Militia / Rebel Units / Paesants / Farmhand 0
- Basic Archers/Infantry 1 (+1 for Dwarven Infantry, +1 for Elven Archers)
- Medium Archers/Infantry (+1 for Dwarven Infantry, +1 for Elven Archers) and Light Cavalry 2 (+1 for Camels, +1 for Khand/Rohan Horsemen, +1 for Wargs)
- Elite Archers/Infantry (+1 for Dwarven Infantry, +1 for Elven Archers) and Medium Cavalry 3 (+1 for Camels, +1 for Khand/Rohan Horsemen, +1 for Wargs)
- Siege Engines (+1 for Dwarven Siege Engines) and Heavy Cavalry 4 (+1 for Khand/Rohan Horsemen)
- Bodyguards 6
- Trolls 7
- Ents 10
- Balrog 15 (It's alone!)
-> (Zarathos) Also, read carefully that thread because I'm not really sure that this parameter has the same effect also on mounted units.
- UNITS: all unit recrutiment times to be edited to follow a standard pattern
-> Infantry - 1 /// Elite Infantry - 2
-> Archers - 2 /// Elite Archers - 3
-> Cavalry - 2 /// Elite Cavalry - 3
-> Variations for Elves, Dwarves and Orcs
- UNITS: all unit bonuses versus cavalry and oliphaunts to be adjusted.
-> Basic Spear - +2H/+1E /// Elite Spear - +4H/+2E
-> Basic Pike - +5H/+3E /// Elite Pike - +6H/+4E
-> All other weak foot units will have -2H/-4E as standard, all medium foot units and all cav will have -2E. Variations will apply to some types of units (javelins & Hasharii for example).
-> (Zarathos) I suggest taking care of Camels and Wargs also with a predefined pattern (cavalry should be scared of them like in Vanilla M2TW).
-> (Zarathos) You could create some variations with the spear/pike attributes also.
- UNITS: shield value but don't use a shield : Clan Warriors, Hasharii, Southron Rabble, Easterling Rabble, Snaga Rabble.
- UNITS: no shield value but use a shield with their secondary weapon: Blackrock Crossbowmen, Blue Mountain Scouts, Dwarven Travellers, Grey Company, Helmingas, Lorien Scouts, Osgiliath Veterans.
- UNITS: no shield value but use a shield: Trolls of the White Hand, Snow Trolls.- UNITS: Can't help but feel that the economy is a bit too tight in the early game (Adrahil and Imrahil's BGs cost a mint to maintain) especially given the stack after stack of troops Harad is going to spam at you (where the heck is Harad getting all these troops,
it often feels like they're being conjured out of thin air there's so many constantly swarming across the Strats!). Given the Swan-Guard BG units already tiny unit size perhaps it would be fair to trim their upkeep back a little bit?
- RECRUITMENT: AI Harad seems to have a real aversion to training their cavalry units. In my DA campaign I've wiped out many, many Harad stacks but the only cav I've seen from them, sans the generals, is a single unit of Camel Archers.
I know they've plenty of stables in their settlements. Might want to dial up the recruitment priority on their cavalry units a fair bit.
This seems to be a common trend in a lot of evil factions (exception being Khand's cavalry and Misty's new Champions): they really don't want to train any of their cavalry units. Might warrant a closer look at the recruit priorities on a few of em.
- BALANCE: Mirkwood + OotMM are too strong and kill VoA too quickly.
- BALANCE: Mordor is too strong and kills Gondor too quickly.
- GENERALS/LEADERS: Gondor is being destroyed too quickly as Mordor can quick all of their family members in few turns.
Seems to suffer from a lack of family members; as soon as Minas Tirith is lost (always seems to happen around turn 60-70) and Denethor with it the faction dies off even if all its southern territories are absolutely fine.
- UNIT CARDS/INFOS: Ents (missing both).
- BALANCE: Angmar is too powerful and kills Breeland and Dunedain too quickly.
- UNITS: here is a list of the different siege units (the number between brackets is their armour): Westron Catapult (11), Trebuchet (11), Westron Ballista (4), Dwarf Ballista (9), Southern Ballista(2), Elves Ballista(0), Snaga Ballista (3), Easterling Ballista (0), Snaga Catapult (3), Dwarf Catapult (9), Southern Catapult (2), Elves Catapult (0), Easterling Catapult (0), Troll Catapult (9).
Some have a really high armour which is quite weird. I think you should watch at their armour.
- RECRUITMENT: I think basic units being trained in higer barrack's levels could get an experience bonus rather than an higher number of units available (this could counter AI stack spam).
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= DISCARDED =
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- BALANCE: Breeland Watchmen Elite is way too strong.
-> Disagree, the balance in the campaign more than makes up for it. I am not concerned with balance in custom battles. (Arachir)
- CINEMATICS: Dorwinion (Dale), Erebor/Khazad-Dum (same), Mirkwood (Mordor), Umbar (Harad).
-> They still have to be created. (Zarathos)
- GARRISON SCRIPT: Deephallow, Hobbiton and Michel Delving get a garrison while it isn't mentioned.
-> Yep, the green books are not 1 per region, often they cover various regions. (Arachir)
- GARRISON SCRIPT: shouldn't AI get garrison everywhere?
-> He didn't understand how it worked. (Arachir)
- GENERALS/LEADERS: Theoden and his dead (2 years before the game starts) wife now have an infant son.
-> I don't get what's wrong with this. It's clearly a lore stretch to adapt everything to the game engine but well, Theoden's wife died during the birth of Theodred, and Theodred was then killed by orcs. (Zarathos)
- INVASIONS: delay mass invasions to turn 40/50. It gives factions time to build. If an invasion is called within the first 10 turns on Minas Tirith or Dale those factions are lost. In the case of Dale, usually the Dwarves or Elves take it back and as they have no alliances yet, it will lead to war quickly, which I don't really like, especially so early in the campaign.
-> They already start around turn 40 by script. I delayed them a little more to turn 52 but if this doesn't work it means the engine is bugged. (Zarathos)
- LOST CITIES SCRIPT: it doesn't remove the fog of war during the player's turn.
-> It's intended in order to prevent many different problems and slowdowns. And... anyway, why should it? (Zarathos)
- RECRUITMENT: Isengard army has Trolls at turn 4 or 5.
-> They get 1 unit of trolls in their starting army, they cannot train them for years. (Arachir)
- RECRUITMENT: it could be a good idea if units recruitement requires a certain blacksmith's level (only for armoured units). For example, Gondor militia (armour : 4) would require the level 2.
-> That would restrict recruitment so much that you would play most of the game with hardly any units and then start asking for them to be more readily available. (Arachir)
- SCRIPTS: Dol Amroth and Lindon could get a simple version of an alliance outpost deal like Harad/Umbar and Lothlorien/Thranduil.
-> Dol Amroth already gets the Elven inspired White Knights and that would just make two of the strongest factions stronger. (Arachir)
- SETTLEMENTS: Cameth-Brin gets the gondorian model.
-> It's intentional. (Arachir)
- SETTLEMENTS: Mengalen is an orc settlement on the battlefield.
-> It's intentional. (Arachir)
- SETTLEMENTS: regarding the orc castles (especially in Mordor), shouldn't they get the Orc Camp's model?
-> Nope. (Arachir)
- SETTLEMENTS: regarding Zagh Kala, will you change it to a generic dwarven settlement or will it stay like it is now?
-> It stays as it is. (Arachir)
- SETTLEMENTS: Sackville and Tuckborough don't have a hobbit model on the battlefield.
-> There isn't one, ignore this. (Arachir)
- SILVER SURFER: Knights of the Silver Swan (mounts)
-> They aren't. Probably the betatester performed a wrong installation. (Zarathos)
- SILVER SURFER: Lancers of Dor-en-Ernilm (soldiers and mounts)
-> They aren't. Probably the betatester performed a wrong installation. (Zarathos)
- SILVER SURFER: VoA General (soldiers)
-> They aren't. Probably the betatester performed a wrong installation. (Zarathos)
- SILVER SURFER: Yavanna's Chosen (soldier and upgrades)
-> They aren't. Probably the betatester performed a wrong installation. (Zarathos)
- STRATMAP: Lurtz is Witchking.
-> It isn't. Probably the betatester performed a wrong installation. (Zarathos)
- UNITS: Dunedain Rangers' defence stats has been severly lowered: it was 15 total, now it's 10... Ithilien Rangers have 15 and I think Nimrodel Rangers also. I think the Northern Dunedain need a good hybrid archer/melee unit the most of them all.
-> Dunedain Archers are monsters of war and available early, no problem here. (Arachir)
- UNITS: Dunedain Wardens should get their swords back and give the Cardolan Sentries spears; the latest are know to be good fighting cavalry, let's give them the tool for it.
-> This will be covered by the overhaul of all units bonuses versus X type. (Arachir)
- UNITS: Dwarven Volunteers (dwarven mercenaries) have really high stats and I am wondering if it is intentional.
-> They are super rare and it is intentional. (Arachir)
- UNITS: maybe Gondor could have some dismounted generals, I know Taro_M created them once. If I recall it correctly the heir of Ehtring arrived at Minas Tirith by foot.
-> Makes them too easy to kill. (Arachir)
- UNITS: Mithlond Nobles and Eregion Smiths have the same upkeep, Mithlond Nobles are weaker and should go down from 792 to 742. It's a token 50 gold but every penny counts.
-> Upkeep is not based on raw stats. (Arachir)
- UNITS: The defence of Breeland Watchmen (both Axe and Sword) should be raised a little bit, say to around 15 or so. They were bumped up to a medium tier unit but their 12 defense seems awfully low for that. Okay. they're not exactly the most drilled or hardened soldiers on Middle-Earth but they're at least wearing fairly decent armour.
-> Goes against the point of them. (Arachir)
- UNITS: Why do Dalian Longbowmen have a higher armour than before?
-> Because I made it so. (Arachir)
- GARRISON SCRIPT: a Hobbit garrison for Hobbit settlements would be very nice. (Not worth the trouble nor the implementation - Arachir)
- STRATMAP: rebels are Dunedain around Tharbad. (No issue here - Arachir)
- BUULDINGS: some Blacksmith's levels require a certain farm's level which is clearly weird. For example, dwarves need a level 2 farm in order to build a level 2 blacksmith. It seems every faction has a problem similar to this one.
-> This is how it works (Arachir)
- BUILDINGS: Gondor don't get their full armour bonus when Smiths are upgraded.
-> The files contain no irregularities, you need the barracks event, 2 farm levels, the second barracks level and a city.
- BUILDINGS: Thranduil's Realm campaign, I hold all of Mirkwood except the Vale of Anduin settlement Leodholt, and I also have Rhosgobel, Achnod Iaur and Buhr Sauthis.
None of my settlements has been able to upgrade, and the economy is not so good.
-> It takes a long time to upgrade cities as Elves, plan better to get a better economy.
- FACTION COLOURS: I find them quite good now, buw there are too many factions, very close to each others, with similar brown colours. Very difficult to distinguish sometimes, and so very confusing on the radar map.
Basically, Rohan, OotMM, Vale of Anduin, Enedwaith, Dunland, Khazad-dum. When they are all deployed you just see a big, brown portion of the map in the middle of the map.
I suggest making Vale of Anduin a little bit more pink coloured (strongest and lighter pink), completely change the colour of Khazad-dum into something like dark orange and Enedwait to a brown colour much closed to a yellow one.
-> It matters not (Arachir)
- GARRISON SCRIPT: Dol Amroth and Harad get a garrison in Barad Harn while it isn't mentioned.
-> It matters not (Arachir)
- GENERALS/LEADERS: an Isengard's general named "Dùnhere" gets a human portrait. Is Isengard supposed to get sometimes Dunlending Generals?
-> Evidently (Arachir)
- RECRUITMENT: Guardians of Belegost are not recruitable in Thorin's halls.
-> Correct (Arachir)
- RECRUITMENT: javelinmen still have a higher recruit_priority_offset than other units available in farms.
-> It matters not (Arachir)
- RECRUITMENT: Skirmishers have a higher recruit_priority_offset than other units recruitable in farms. I guess that's because they were previously recruitable from barracks and you didn't change the recruit_priority_offset.
I quite liked this old pattern because skirmishers are really effective against heavy armoured units and it made sense (at least for orcs) to get them in the barracks.
That being said I understand why you put them in farms and I accept it but I think skirmishers and archers should have a lesser availability than infantries.
Indeed, as Dol Amroth, armies with 8 skirmishers units, 4 archers and 4 infantries are really easy to deal with since you have easily access to cavalry.
If the AI would make armies composed mainly of infantries (in this case it would be spearmen since Harad gets spearmen from farms), they could immobilize your cavalry with their infantry while their archers and skirmishers can fire at you while being safe.
Their infantry would lose a lot of men but it would be for the good cause since their skirmishers and archers would have killed too a lot of your soldiers.
Moreover, from a realistic point of view, using a bow is far more difficult than using a spear.
-> It matters not (Arachir)
- UNITS: Coastal Wardens are really, really, really weak. Perhaps they should be a cheapo 'militia' unit from the farms rather than the barracks line of buildings.
Still with the 'coastal settlement only' AOR req though.
-> They have been improved slightly (Arachir)
- UNITS: Dol Amroth Squires feel somewhat redundant to me, with the (far, far more pretty!) White Knights having the same cost and stables availability. Even if the Squires do have a better charge they just feel a bit too similar.
-> They have been made cheaper and weaker (Arachir)
- UNITS: Ered Luin Warriors have a higher unit size than Erebor and Khazad-Dum's Dwarven Warriors, don't know if that's intended or not.
-> Correct (Arachir)
- BALANCE: Isengard is too weak against human players.
-> Been a probelm since Vanilla, no remedy yet available (Arachir)