Divide and Conquer - The Original Thread

Divide and Conquer - The Original Thread

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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

As Northern Dunedain I just saw how Bree destroyed both Enedwaith and Isengard. Now they attacked me...
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

@Gollum: Sounds like fun, the Units of Bree are not much better than orcs.... good target practice for your Steelbowmen.

I`m playing ND too and I have so much fun with it (and not a single crash).
I did the Army of the Dead quest quite early, instead of using those monsters for a good thing i decided that I alway wanted to posses Moria.... so goodbye dwars of Kazad Dum.
Because of that move my alliance with Imladris, Mithlond and Lorien dissolved (but not my alliance with Ered Luin!), and those factions attacked me some 30 rounds later.
At the moment at the Year 3005; Eastern Gondor is lost to Mordor, Harad and Khand. Rohan is dwindeling; Edoras is fallen to Mordor.
Erebor got regicided, Dale is down to 5 Regions. Greenelves are down to Thranduils Hall, Vale of Andui is down to one Region.

Plain and simple, one of the best campaign I ever played, all the bad factions are rocking (especially Shadow of Mirkwood), Carn Dum is holding quite good.
Elves are a pain to fight in the field but manageable, soon I have to attack Imladris.... this will be a freaking nightmare I assume.

Nuff said, praise the Developers!
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Hey guys,

Does anyone have any advice for playing the Remnants of Angmar? I don't think I've ever had so much trouble with a Medieval 2 campaign.

Unlike Orcs of the Misty Mountains your financial situation doesn't realistically allow for more than a single stack of units at the beginning of the game, and when you're fielding largely Orcs, compared with Dunedain or Dwarves, the attrition hurts quite a lot.

I've heard that turtling until the barracks event is a good strategy with this faction. How is that supposed to work, if anyone would be kind enough to enlighten me? :P

Thanks gents!
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

without trying to sound like a noob as I've played this game for years how do I get the elven pathfinders/melee calv as Thranduil as I can see them listed in the files but I can't recruit them and I've played past the barracks event etc so nothing has triggered them. Anyone know? Are they linked to the elven alliance script because I've rejected that to get the kings guard. Thanks for the help!
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

without trying to sound like a noob as I've played this game for years how do I get the elven pathfinders/melee calv as Thranduil as I can see them listed in the files but I can't recruit them and I've played past the barracks event etc so nothing has triggered them. Anyone know? Are they linked to the elven alliance script because I've rejected that to get the kings guard. Thanks for the help!


As far as i know they are not linked to the elven alliance script, but they can only be recruited in two places after the barracks event, Thranduil's Halls and Amon Lanc(Dol Guldur), provided you have built the stables...
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Yeah. And close formations make it worse, so using shieldwall (for example) is actually detrimental. I have done some tests earlier. Here's what I typed earlier on that.
Indeed. My intuition was that a close formation would prevent the horse from running through it. At the time I didn't know it was using elephant physics. The only thing that has worked for me so far are archers in front and AP infantry behind them. Javelins are mainly useless because they can only get one volley off before the chariot kills them.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I've been playing V1.2 since the beginning of this year and so far i think its greats, I need help with a few things.

1. My game keeps crashing every time Eastern Osgiliath is taken, any ideas how to fix this crash, so far its happened in all of my campaigns where i'm not playing as Gondor.

2. Is there a was to mass disband/delete a stack of units, i hate doing it individually.

3. is it possible to change the range and missile number of an archer unit, i tried doing it in the "export_descr_unit.txt", but nothing changed ingame
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

oh, i forgot

4, where can i find information, about which buildings i must build in order to get all the levels of a certain guild.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

3. is it possible to change the range and missile number of an archer unit, i tried doing it in the "export_descr_unit.txt", but nothing changed ingame

4, where can i find information, about which buildings i must build in order to get all the levels of a certain guild.
3: Did you use notepad++ and run the cleaner afterwards? If not do so.
4: export_descr_guilds.txt file in the Data folder.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Invasion armies tend to avoid settlements which are not their target. Don't whittle them down, just abandon Caras Galadhon and retake it later.
Yes, that's what I do, but losing the capital, so 5000 gold to have a new one, in beginning of the game is still though.

Caras Galadhon is easy to defend - when trying to actually beat an Invasion don't throw away units to keep enemy forces from sieging. Concentrate your superior forces and beat them when they attack your capital. Consider getting a unit or two of cavalry in there to harass them, it can really help.
Yes, easy to defend one turn. Not several. CGaladhon is to be defend only if we are lucky, if we have scouted that there will be no 3 more stacks to attack our depleted force (and this time not helped by garrison script) next turn.

Some say Lorien is 'easy' to play. Yes, if you cheat, if you play 'wild' or 'meta', to call it nice.
 
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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I've been playing V1.2 since the beginning of this year and so far i think its greats, I need help with a few things.

1. My game keeps crashing every time Eastern Osgiliath is taken, any ideas how to fix this crash, so far its happened in all of my campaigns where i'm not playing as Gondor.

2. Is there a was to mass disband/delete a stack of units, i hate doing it individually.

3. is it possible to change the range and missile number of an archer unit, i tried doing it in the "export_descr_unit.txt", but nothing changed ingame
2 ctrl+d
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I've been playing V1.2 since the beginning of this year and so far i think its greats, I need help with a few things.

1. My game keeps crashing every time Eastern Osgiliath is taken, any ideas how to fix this crash, so far its happened in all of my campaigns where i'm not playing as Gondor.

2. Is there a was to mass disband/delete a stack of units, i hate doing it individually.

3. is it possible to change the range and missile number of an archer unit, i tried doing it in the "export_descr_unit.txt", but nothing changed ingame

3.As far as i know the changes do not work for campaign-unit that are already created, you need to recruit new ones
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Also, Caras Galadhon is easy to defend - when trying to actually beat an Invasion don't throw away units to keep enemy forces from sieging. Concentrate your superior forces and beat them when they attack your capital. Consider getting a unit or two of cavalry in there to harass them, it can really help.
I thought so too, until I tried defending Dale. Caras Galadhon is easy to defend, but you'll lose at least a third of your force against an average invasion stack. Which means that you have to reinforce it after every battle if you want to defend against an invasion.

Dale on the other hand... You can defend it with 7 units against full stack and lose under 20% of your men. The combination of double walls and a narrow bridge leading to the gate means that you can destroy whole units before they can reach the gate.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

For those Anduin players out there,

For some reason the Éothéod Longbowmen in version 1.2 use the old beorning longbowmen look from version 0.52. I really liked Humminbirds version 1.0 design based on Absynthias dark age bowmen and assume that it was just a mistake.

I tried to change the unit look back and I was successful by fixing the entry in the "battle_models.modeldb" located under "data/unit_models".

Arachir will likely fix it for version 2.0, but until then you could just download my fixed version of the "battle_models.modeldb" file from this dropbox-link (https://dl.dropboxusercontent.com/u/18210418/battle_models.modeldb) and replace the file in your data/unit_models folder.

Hope it works for you as it worked for me.

Happy orc-slaying ;)
JaySKay
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I have a question regarding the Elven Alliance script:

I haven't played dac for almost a year and I saw the outcome changed in the last updates. You actually now have a bonus for refusing the alliance right?
As Lothlorien for example you'll lose the ability to recruit Galadhrim Marchwardens if you acccept the alliance but you will be able to recruit the Hîr e-Lang, Hîr-e-Daur and Elder Council units of Woodland Realm ? Is it correct ? Am I forgetting something?

And on the other hand, are the Marchwardens and economical boost the only bonus you have for refusing the alliance ?
I'm getting a little confused with the different outcome of the two choices right now. If someone could sum it up for me, I would be extremely thankful :thumbsup2
 
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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I think the game is too easy, i can't come up with victory conditions with Bree faction since dwarves destroy my enemies and take cities for me. Because autoresolving for CAI dwarf factions was always one sided to dwarfs. Ered Luin ALWAYS dominates orc factions no matter what. I think it's time that someone could do all dwarfs hate elves and do them as neutral factions wich can only allie with "good" men factions and not to neutral factions, i'm in like 100 turns and Enedwaith lindon dunedain and Ered are Allied and crushing orcs. Just no challenge at all to play. Sorry. Variags should be a neautral faction too, not subdued by Sauron, since Rhun is so opie at money making. Some factions have challenge others not. Anyone agree that there should not be "greatroads" in the game but only the great green road until Minas Tirith? They completely destroy any competition for "evil" factions. Not liking Bree campaing at all, could just sit after destroying Dunland and do nothing since CAI just does it for you. Also make Dunland an "evil" faction, they allie themselves with anyone thus destroying the cahllenge with any faction in that region ffs..Campaign map balance between factions 3/10 sorry guys just so many factions- poor campaign challenge balance.
 
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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I think the game is too easy, i can't come up with victory conditions with Bree faction since dwarves destroy my enemies and take cities for me. Because autoresolving for CAI dwarf factions was always one sided to dwarfs. Ered Luin ALWAYS dominates orc factions no matter what. I think it's time that someone could do all dwarfs hate elves and do them as neutral factions wich can only allie with "good" men factions and not to neutral factions, i'm in like 100 turns and Enedwaith lindon dunedain and Ered are Allied and crushing orcs. Just no challenge at all to play. Sorry. Variags should be a neautral faction too, not subdued by Sauron, since Rhun is so opie at money making. Some factions have challenge others not. Anyone agree that there should not be "greatroads" in the game but only the great green road until Minas Tirith? They completely destroy any competition for "evil" factions. Not liking Bree campaing at all, could just sit after destroying Dunland and do nothing since CAI just does it for you. Also make Dunland an "evil" faction, they allie themselves with anyone thus destroying the cahllenge with any faction in that region ffs..Campaign map balance between factions 3/10 sorry guys just so many factions- poor campaign challenge balance.

Thanks for sharing (insomuch as I was able to decipher) but there are no plans to implement any of these... suggestions.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I think the game is too easy, i can't come up with victory conditions with Bree faction since dwarves destroy my enemies and take cities for me. Because autoresolving for CAI dwarf factions was always one sided to dwarfs. Ered Luin ALWAYS dominates orc factions no matter what. I think it's time that someone could do all dwarfs hate elves and do them as neutral factions wich can only allie with "good" men factions and not to neutral factions, i'm in like 100 turns and Enedwaith lindon dunedain and Ered are Allied and crushing orcs. Just no challenge at all to play. Sorry.

Hmm. Maybe Ered Luin could be made more passive. One way is to make them neutral towards Angmar. I don't think that diplomacy can differ between AI or players, though. And as a player you only have Angmar in your sights.

Perhaps what might work is to give one or more of the rebel provinces to the Dunedain so as to block the dwarves' path to the east. But, again, that's not much fun as a player of Ered Luin.

Now, you could easily make things more difficult for yourself. Rush to block the dwarves - they take a while to get going, so you should be able to. You wrote '100 turns in' - that is a lot of time and opportunity to act. Go and rush for neutral settlements, attack Dunland (or Enedwaith if you want more of a challenge. Prevent them from allying with your allies), attack Angmar, attack the Misty Mountains.

Heck, attack your allies to take Eriador for yourself.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Dwarf factions should not be "good" factions, in fact, they never fought wars except for themselves.

1. Ered Luin faction should fight with Lindon elves since their relationship should be "bad" with elves, because you know, the lore says that, and they never should make alliances with elves and "good" men factions, same goes with another 2 dwarf factions, Erebor stays with Dale but not with Woodland elves. These subtypes of factions have the most powerful units in the game, they should fight one another and not be allied and crush your campaign as we clearly can see what is done with Angmar and Misty mountains. They loose hard in economy AND autoresolving, because again, everyone knows, how CAI stacks up their armies : 6 general bodyguards ( the most opie units in the game ) and then other heavies.
But why i am writing this, nobody will do anything, I think it is not normal having very good relationship with Misty mountains as Bree faction, and those idiotic alliances with Dunland and Rohan with Shadow of Mirkwood.. Whoever made these change is very wrong.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

I have a question regarding the elven alliance script:

I haven't played dac for almost a year and I saw the outcome changed in the last updates. You actually now have a bonus for refusing the alliance right?
As Lothlorien for example you'll lose the ability to recruit Galadhrim Marchwardens if you acccept the alliance but you will be able to recruit the Hîr e-Lang, Hîr-e-Daur and Elder Council units of Woodland Realm ? Is it correct ? Am I forgetting something?

And on the other hand, are the Marchwardens and economical boost the only bonus you have for refusing the alliance ?
I'm getting a little confused with the different outcome of the two choices right now. If someone could sum it up for me, I would be extremely thankful :thumbsup2

Anyone knows the answer to this question?
 
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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Balls, good catch. I have no idea how that got changed (though I assume I made a silly schoolboy error somewhere when adding one of the new units in...). But, yes, that is very much unintended.

Thanks for the clarification. Maybe it was a "tidy up" error since the version 1.1 .modeldb file contained both versions but the version 1.2 file only one.

Thank you very much for your great work and a great mod!
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Dwarf factions should not be "good" factions, in fact, they never fought wars except for themselves.

1. Ered Luin faction should fight with Lindon elves since their relationship should be "bad" with elves, because you know, the lore says that, and they never should make alliances with elves and "good" men factions, same goes with another 2 dwarf factions, Erebor stays with Dale but not with Woodland elves. These subtypes of factions have the most powerful units in the game, they should fight one another and not be allied and crush your campaign as we clearly can see what is done with Angmar and Misty mountains. They loose hard in economy AND autoresolving, because again, everyone knows, how CAI stacks up their armies : 6 general bodyguards ( the most opie units in the game ) and then other heavies.
But why i am writing this, nobody will do anything, I think it is not normal having very good relationship with Misty mountains as Bree faction, and those idiotic alliances with Dunland and Rohan with Shadow of Mirkwood.. Whoever made these change is very wrong.

There are a few issues with some statements here. Elves and Dwarves distrust eachother generally but when needed they ally, like in the wars against Morgoth, the war of the Last Alliance, and the Battle of Five armies.
Dwarves are often close with nearby living men, since they are their source of food, while men gain weapons and riches in return, aswell as human cavalry if needed in battle. The longbeards, who now occupy the Ered Luin, have always been on good terms with at least the Noldor, even forming a close friendship and alliance with Eregion in the Second Age. There are evidences that Thranduil's Halls was even built with the help from dwarves, just like Khazad-dûm was built with the help of elves. Elves and dwarves would never just go to war against eachother, it's pretty much like the relationships between humans.

As for the odd good relations beteen certain factions, there isn't that much you can generally do about it. Rohan and Dunland having an alliance is pure randomness from the game itself they can start at war but make peace and eventually ally depending on what happens arround them.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Hi all, firstly I want to congratulate you for the great submod. It's becoming better and better every update! I'm looking forward to see how the map will look with the new resources models.
The new Dorwinion faction overview renewed my interest for the Avari elves. In this morning's lazy hours I came up with the idea of giving Avari units proper elven names. I retrieved a sketch of the possible evolution tree of the variuos Avarin languages that I made (I'm studying languages at university) based on the only six avarin words that we know. Knowing nothing but that words, I relied on geographical features and proximity to determine the position and the changes of the languages from primitive quendian. For the cronological order I used the distance from Cuivienen in the Great Journey to the West. Sadly I don't know anything of Sindarin and others elven languages... I based all my little research on my knowledge from the philology exam...

Following my "genealogical tree" (which, I hope, you can find in the attachments, together with a simple map), starting with primitive quendian words (and some "poetical license") I made these names for the units in the Kindi dialect of the Dorwinion area:

Avari Guard: Sjandô ndâki "Sword warriors"
Avari Elder Archers: Eledi Kingâ Khiri "Firstborn Bowmasters"
Avari Elder Pikemen: Eledi Andâ-eki Khiri "Firstborn Pikemasters" not having found the word for pike I transated it with "long sharp point",
Avari Shadows: Skalnâ Kindi "Shadowed People"

I hope you found this interesting, let me know what you think.
 

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Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

Hmm. Maybe Ered Luin could be made more passive. One way is to make them neutral towards Angmar. I don't think that diplomacy can differ between AI or players, though. And as a player you only have Angmar in your sights.

Perhaps what might work is to give one or more of the rebel provinces to the Dunedain so as to block the dwarves' path to the east. But, again, that's not much fun as a player of Ered Luin.

Now, you could easily make things more difficult for yourself. Rush to block the dwarves - they take a while to get going, so you should be able to. You wrote '100 turns in' - that is a lot of time and opportunity to act. Go and rush for neutral settlements, attack Dunland (or Enedwaith if you want more of a challenge. Prevent them from allying with your allies), attack Angmar, attack the Misty Mountains.

Heck, attack your allies to take Eriador for yourself.

I've spent quite a lot of time messing around with files, largely to try and investigate the spread of EL, long story short, if you give the 'locked' trait to several family members, Gor and Grain etc the cities become 'sticky' units dont leave once recruited until the city is literally full. This basically means its something like 50 turns before they amass any units to take any rebel settlements (at which point angmar will be directly competing for them). Between that and the significant cost sink of having those units but not being able to move them means EL becomes a bit of a side attraction rather than the main event in the north.

I have no idea why this works, and to my monumental annoyance it doesn't work for every faction, but in my testing (multiple umbar nothing but auto resolve campaigns always to the rax event often to turn 100 or so) the dwarves build stacks and sit at home. I had to do a similar job on Lindon to prevent them just 'filling' the empty space left by the dwarfs. I had no success editing diplomatic relations in preventing the EL Juggernaut.

This method also means EL is no less interesting for a player (as you only lock characters if they're AI) though you'd have to decide if you wanted them to be locked if you played angmar as well (on the one hand it would make angmar easier generally, on the other you'd probably have to work harder to take EL out, especially if you give EL some special units for their early recruitment for their home stacks). Alternatively you could just throw money at EL via script whilst playing angmar it would slow EL down initially but they'd eventually fill their cities and then would become pain incarnate.

Incidentally, I'm almost done fiddling with my own build and if anyone knows where the AI population growth bonus lives (or if its hardcoded what the VH AI pop bonus is) I'd be very grateful if you could tell me. I've come up with a system whereby pop growth is contingent upon a people's preferred terrain (grassland, forest, desert etc) and I'm going to be very annoyed if the AI basically gets to ignore all my hard work.
 
Hotseat Campaign broken on east of map

My friend and I can play hotseat campaign fine except when one of us wants to be dale, erebor, mirkwood, dorwinion, galadhrim or some combination of these. The first person's turn goes fine but after the turn cycle, the scond person gets the ever spinning ring as a battle scroll shows up between rebels and whatever faction the first player is. At this point we cannot resolve the battle in any fashion and cant even click in the menu. tried auto_win battle console command and it goes as if it worked in console but the battle scroll still doesnt go away. Any Ideas why this is and how to fix. Love the mod but we both really like some of the factions in the east and would really like to play them. Thanks for all help.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

But why i am writing this, nobody will do anything, I think it is not normal having very good relationship with Misty mountains as Bree faction, and those idiotic alliances with Dunland and Rohan with Shadow of Mirkwood.. Whoever made these change is very wrong.

May I suggest you make some backups and change whatever it is that bothers you yourself? You learn a lot about what is doable and what isnt, why some stuff is the way it is and places in which stuff may be better. Personally I dont think your's is a reasonable tone to take given you sound pretty disrespectful of people that have probably sunk thousands of hours into a mod that is publicly available and well supported for literally no payment at all.

If you actually spend some time trying to figure out how any of this works, you'll probably learn that the amount of time you have to invest to make even simple sounding changes is pretty significant. I set off about a week after 1.2 planning to make one or two minor changes, weeks later, I'm not yet done. Some of that is learning, some modding, some testing, some re-balancing, some relearning, some learning the strange way the engine deals with logical arguments, lots of it is getting ideas then feeding it back into the process. The main thing I take, and I suggest others ought to take away from this, is that the rest of us are incredibly lucky anyone bothers to develop release or support stuff like this for free. Even if you're an expert with nothing better to do with your time, this is a real commitment.

In short I don't think you should make demands, even if they're in the clearest most coherent of terms, edits are often not that quick or easy. If there is something you HAVE to have changed, I suggest you need to learn to do it yourself or, at the very least, you ask nicely how to make such changes.
 
Re: Hotseat Campaign broken on east of map

Dwarf factions should not be "good" factions, in fact, they never fought wars except for themselves.

1. Ered Luin faction should fight with Lindon elves since their relationship should be "bad" with elves, because you know, the lore says that, and they never should make alliances with elves and "good" men factions, same goes with another 2 dwarf factions, Erebor stays with Dale but not with Woodland elves. These subtypes of factions have the most powerful units in the game, they should fight one another and not be allied and crush your campaign as we clearly can see what is done with Angmar and Misty mountains. They loose hard in economy AND autoresolving, because again, everyone knows, how CAI stacks up their armies : 6 general bodyguards ( the most opie units in the game ) and then other heavies.
But why i am writing this, nobody will do anything, I think it is not normal having very good relationship with Misty mountains as Bree faction, and those idiotic alliances with Dunland and Rohan with Shadow of Mirkwood.. Whoever made these change is very wrong.

While the Dwarves may have bad blood between them and the Elves, their relationship isn't even close to the same level as that of the Dwarves and Orcs... Yes, the Dwarves are isolationists and while they have issues with the Elves stemming from ancient times, at least the Elves leave them alone and tend to their trees and vegetables while the Dwarves mine and groom their beards in peace. :tongue: So, this doesn't justify them being at war with the Elves as you request.

Regarding the last portion of what you said, you are always free to ask your questions here but what you need to remember is that this game is set up to allow the AI to change its mind. That said, the alliances you mention are a direct result of that. Now, while I agree they aren't lore accurate, it's one of those scenarios where it adds variety to the campaign map because it allows for the experience to less on-rails and more dynamic.

If you are dead-set on locking all factions into specific diplomatic stances/relationships, then feel free to look through TWC's modding guides forums regarding Medieval 2 and learn how to do that for yourself. But, I ask that you keep in mind the basic framework of the game and how it plays because if you're on turn 250 or whatever and two good nations go to war with one another, then it's not us developers who are responsible but rather the game's AI.

Anyone knows the answer to this question?

I do not recall the specifics but I know that Lorien's units are more defensive whereas Thranduil's are more offensive so if you accept the alliance, you can recruit one or more units from the other faction to somewhat balance out your roster however you lose access to one of your own faction-unique units. Again, I'm pretty sure that's how it works. I do know that Arachir talked about it in one of his Woodland Realm videos that he's currently playing through. Although, I forget which episode specifically so if you'd like to watch his campaign I'm sure you'll come across it eventually.

Sorry for not being able to provide 100% detailed information but since your question had gone unanswered I figured I'd say something.

My friend and I can play hotseat campaign fine except when one of us wants to be dale, erebor, mirkwood, dorwinion, galadhrim or some combination of these. The first person's turn goes fine but after the turn cycle, the scond person gets the ever spinning ring as a battle scroll shows up between rebels and whatever faction the first player is. At this point we cannot resolve the battle in any fashion and cant even click in the menu. tried auto_win battle console command and it goes as if it worked in console but the battle scroll still doesnt go away. Any Ideas why this is and how to fix. Love the mod but we both really like some of the factions in the east and would really like to play them. Thanks for all help.

The hotseat campaign is not supported by DaC. So, you'll either have to live with the issues, troubleshoot and fix them yourselves, or hope someone else on the forum is able to help you.

I'm sorry for the bad news but DaC focuses on the single player campaign so that is what we developers are focused on providing support with.
 
Re: Divide and Conquer - Modding Q&A Video Posted (Page 152)

@ bordinis, and all with similar impression on Elves and Dwarves

Actual hostilities between Dwarves and Elves were not general but concerned specific groups. It were some of the Sindar - in Lothlorien and Mirkwood - who had a strong disliking for Dwarves, because of the sack of Doriath in the First Age.
But from Ered Luin it was not the Belegost Dwarves but only the Dwarves of Nogrod who were responsible for that, and none of those who actually sacked Doriath survived [a.k.a the culprits had been punished], and this fact was not unknown to other parties.
The Elvish folk of this realm had migrated from the south, being the kin and neighbours of the Elves of Lórien; but they had dwelt in Greenwood the Great east of Anduin. In the Second Age their king, Oropher [the father of Thranduil, father of Legolas], had withdraw northward beyond the Gladden Fields. This he did to be free from the power and encroachments of the Dwarves of Moria, which had grown to be the greatest of the mansions of the Dwarves recorded in history;
- Unfinished Tales

In ancient days they had had wars with some of the dwarves, whom they accused of stealing their treasure. It is only fair to say that the dwarves gave a different account, and said that they only took what was their due, for the elfking had bargained with them to shape his raw gold and silver, and had afterwards refused to give them their pay. ... All this was well known to every dwarf, though Thorin’s family had had nothing to do with the old quarrel I have spoken of. Consequently Thorin was angry at their treatment of him...
- The Hobbit

There were and always remained some Dwarves on the eastern side of Ered Lindon, where the very ancient mansions of Nogrod and Belegost had been - not far from Nenuial; but they had transferred most of their strength to Khazad-dûm. Celeborn had no liking for Dwarves of any race (as he showed to Gimli in Lothlórien), and never forgave them for their part in the destruction of Doriath; but it was only the host of Nogrod that took part in that assault, and it was destroyed in the battle of Sam Athrad [The Silmarillion pp. 233-5]. The Dwarves of Belegost were filled with dismay at the calamity and fear for its outcome, and this hastened their departure eastwards to Khazad-dûm. Thus the Dwarves of Moria may be presumed to have been innocent of the ruin of Doriath and not hostile to the Elves.
- Unfinished Tales
One might say that then it still could been controversy between Ered Luin Dwarves and Elves; still, while all Sindar are Elves, not all Elves are Sindar; and not all Sindar came from Doriath and/or were described as hostile.
In fact, those Sindar who moved east of Eriador wanted to avoid the other, seemingly more relaxed, Sindar as well:
Oropher had come among them with only a handful of Sindar, and they were soon merged with the Silvan Elves, adopting their language and taking names of Silvan form and style. This they did deliberately; for they (and other similar adventurers forgotten in the legends or only briefly named) came from Doriath after its ruin and had no desire to leave Middle-earth, nor to be merged with the other Sindar of Beleriand, dominated by the Noldorin Exiles for whom the folk of Doriath had no great love. They wished indeed to become Silvan folk and to return; as they said to the simple life natural to the Elves before the invitation of the Valar had disturbed it.
- Unfinished Tales

And if Elves by default hated even Nogrod Dwarves, they would have had to be unfirendly to Khazad-dûm and the realm of the Longbeards, as most Nogrod Dwarves had mingled with the Longbeards:
There were and always remained some Dwarves on the eastern side of Ered Lindon, where the very ancient mansions of Nogrod and Belegost had been – not far from Nenuial; but they had transferred most of their strength to Khazad-dûm.
- Unfinished Tales

After the end of the First Age the power and wealth of Khazad-dûm was much increased; for it was enriched by many people and much lore and craft when the ancient cities of Nogrod and Belegost in the Blue Mountains were ruined at the breaking of Thangorodrim.
- Appendix A

c. 40 Many Dwarves leaving their old cities in Ered Luin go to Moria and swell its numbers.
- Appendix B; The Second Age
This is not the case, and it is well attested the Noldor and Dwarves went together well enough both before, and through the Ages after, Doriath was sacked.
[Lindon and Imladris naturally being Noldorin realms; with, arguably significant, Sindarin populations, see quote box two for example]
Ever cool was the friendship between the Naugrim and the Eldar, though much profit they had one of the other; but at that time those griefs that lay between them had not yet come to pass, and King Thingol welcomed them. But the Naugrim gave their friendship more readily to the Noldor in after days than to any others of Elves and Men, because of their love and reverence for Aulë; and the gems of the Noldor they praised above all other wealth.
- Silmarillion; Quenta Silmarillion

In those days Maedhros son of Fëanor lifted up his heart, perceiving that Morgoth was not unassailable; ... But Maedhros had the help of the Naugrim, both in armed force and in great store of weapons; and the smithies of Nogrod and Belegost were busy in those days.
- Silmarillion; Quenta Silmarillion

Only in Eregion, which Men called Hollin, did Elves of Noldorin race establish a lasting realm beyond the Ered Luin. Eregion was nigh to the great mansions of the Dwarves that were named Khazad-dûm, but by the Elves Hadhodrond, and afterwards Moria. From Ost-in-Edhil, the city of the Elves, the highroad ran to the west gate of Khazad-dûm, for a friendship arose between Dwarves and Elves, such as has never elsewhere been, to the enrichment of both those peoples.
- Silmarillion; Of the Rings of Power and the Third Age

Moreover Galadriel was a Noldo, and she had a natural sympathy with their minds and their passionate love of crafts of hand, a sympathy much greater than that found among many of the Eldar: the Dwarves were "the Children of Aulë," and Galadriel, like others of the Noldor, had been a pupil of Aulë and Yavanna in Valinor.
...
But in the meantime the power of Galadriel and Celeborn had grown, and Galadriel, assisted in this by her friendship with the Dwarves of Moria, had come into contact with the Nandorin realm of Lórinand on the other side of the Misty Mountains.
- Unfinished Tales
And even the Sindar of Lothlorien were ready to work with Dwarves when common foes called for it;
Elrond had gathered such a few of the Elves of Eregion as had escaped, but he had no force to withstand the onset. He would indeed have been overwhelmed had not Sauron host been attacked in the rear; for Durin sent out a force of Dwarves from Khazad-dûm, and with them came Elves of Lórinand led by Amroth.
- Unfinished Tales
Thranduil was not in favour of Dwarves and was soon to imprison Thorin's company when they intruded and caused troubles without explaining why, still he was not the hateful kind of bloke as in Jackson's films. Indeed he was the most reasonable leader in the Hobbit, and did not desire to fight the Dwarves, unless the Dwarves forced it, by denying their friends from Lake-town their rightful share of the treasure.
Furthermore, we have not a example of hostilities between Dwarves and the Sindar in Eriador, who lived with the Noldor, for the entire Second and Third Age.

Even if there's some general annoyance between the races (also for comedical value), and distance and distrust, there were not general hostilities:
Even decent enough dwarves like Thorin and his friends think them foolish (which is a very foolish thing to think), or get annoyed with them. For some elves tease them and laugh at them, and most of all at their beards.
- at Imladris, The Hobbit
Jackson's latest first film play up this to create "drama" absurdly, when in fact Elrond [an old brother-in-arms to Khazad-dûm and their race] was respected among Dwarves.
Thorin did not mind to ask him for councel or show his map in the book, and in the LotR Gloin and Gimli are sent to ask for his councel.
'And so I have been sent at last by Dáin to warn Bilbo that he is sought by the Enemy, and to learn, if may be, why he desires this ring, this least of rings. Also we crave the advice of Elrond. '
- Gloin, FotR
After the Battle of the Five Armies, tension could still arise on personal grounds, but even Dwarves and the Elves of Mikwood had become friends:
And Lake-town was refounded and was more prosperous than ever, and much wealth went up and down the Running River; and there was friendship in those parts between elves and dwarves and men.
- The Hobbit


End point being, that the realm of Lindon with a mix of Noldor and reasonable Sindarin population would be unlikely enemies of Dwarves. It could occur, Tolkien's legendarium has as theme the issue of how the 'good peoples and persons' fail to co-operate and sometimes even tragically fight each other in the face of destruction, but considering the history of Middle-earth a war between Ered Luin and Lindon, when no aggresions occured for the past +6400 years, would be clearly unexpected.
 
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