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#101 _Haldir_

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Posted 21 October 2009 - 02:53 AM

I'd say keep Haldir the same price. Against Lurtz of the same level, he would easily win :xcahik_:.
Haldir has his wounding arrow and toggle at Lvl 1, whereas Lurtz doesn't receive cripple to later. Even then, Haldir would win bow vs bow, and sword vs sword. Haldir can also receive a 50% damage buff from gifts of the sea, and be healed. The ony thing is that Faramir would then be cheaper than Haldir, when Faramir is probably just as good as Haldir (and both better than lurtz).

Maybe, Lurtz should be 1200, Haldir and Faramir 1300? Gondor has the 3 hobbits as early heroes, so 100 added to Faramir wouldn't be too bad..?
The other option is to have Haldir and Faramir 1200, Lurtz 1100, and Ugluk 1000 (seeing as he's not as good as lurtz).

Flets are pretty powerful (much better than evil towers) and can be garrisoned (although without added firepower), so i'd say keep them the same.
The only thing is that a price drop would help against ruch tactics. But if you really wanted to, you could by a flet, a base orchard, and a lookout tower with your starting $1000 anyway :p

Scouts have less armour to compensate as well don't they?

The Avari are still quite annoying and powerful. Play with Elvenlord and you'll see why.
Arwen is supposed to be fast as she is not very powerful.

This :p

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#102 Elvenlord

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Posted 21 October 2009 - 03:24 AM

Oh my, yes, scouts have virtually no armor. Rule of thumb: if they get hit, they're dead. At low levels anyways.

Haldir is good at 1300, elven units and heros are supposed to be more expensive anyways. I'd rather see a very slight buff than a price decrease, but neither are really needed.

The only thing that I can think of right now is that flets should get extra firepower from garrsions. If not, then they probably need a price decrease to 300.

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#103 Olorin

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Posted 21 October 2009 - 05:59 AM

Definately on that last one :). I've finally been able to manage to play quite a number of games, and so far I have got to say very, very good job on it ^_^. I'm really impressed. So far with the Elves I haven't played against the Good factions (I also rarely play Evil), so I can't make any suggestions there. But I've come up with a few:

1. Flets should stay the same price IMO, but to make them worth even more should get the extra firepower.
2. Should Gondor Towers (not the wall defenses, the ones that can be built from a normal build plot) be garrisonable? Maybe not have the extra firepower (that might be a bit overpowering), but still have the option of letting units in? Purely because Gondor is a defensive faction, and I hate playing against Mordor and having to defend my outposts in the early game from trolls with only some Soldiers to spare (I love my units ;)).
3. I'm finding the Elven Banner Carrier system Celeglin made to be a little redundant (no offense meant, of course); most of the time I would just end up sending my units out there, unless they are getting no experience whatsoever (e.g. my Spearmen). Maybe reduce the price by 50-100? Because I find that most of the time, by the time you actually start using Banner Carriers it ends up being in the middle-late game. Unless this whole concept is balanced by the fact that Elven units gain experience at a slower rate than other units (I think I remember a game where my level 1 Galadhrim Warriors devoured a whole force of Orcs and a Troll and not gaining a single level).
4. What happened to the garrisonable Outpost Citadels in Patch 3.0? I can't remember if Celeglin included them at all, but should they be included as well? They could end up being a useful concept, especially for the Evil factions in terms of defense.

That's all for now. Oh, and isn't Haldir worth 1600? ;)

Edited by Olorin, 21 October 2009 - 06:01 AM.

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...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#104 Rob38

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Posted 22 October 2009 - 11:39 PM

The only thing that I can think of right now is that flets should get extra firepower from garrsions. If not, then they probably need a price decrease to 300.


Where is this coming from? :thumbsdownsmiley: No garrisoned units in the game receive better firepower. The whole point of putting them in there is so that they cannot be attacked. ;)

1. Flets should stay the same price IMO, but to make them worth even more should get the extra firepower.
2. Should Gondor Towers (not the wall defenses, the ones that can be built from a normal build plot) be garrisonable? Maybe not have the extra firepower (that might be a bit overpowering), but still have the option of letting units in? Purely because Gondor is a defensive faction, and I hate playing against Mordor and having to defend my outposts in the early game from trolls with only some Soldiers to spare (I love my units ;)).
3. I'm finding the Elven Banner Carrier system Celeglin made to be a little redundant (no offense meant, of course); most of the time I would just end up sending my units out there, unless they are getting no experience whatsoever (e.g. my Spearmen). Maybe reduce the price by 50-100? Because I find that most of the time, by the time you actually start using Banner Carriers it ends up being in the middle-late game. Unless this whole concept is balanced by the fact that Elven units gain experience at a slower rate than other units (I think I remember a game where my level 1 Galadhrim Warriors devoured a whole force of Orcs and a Troll and not gaining a single level).
4. What happened to the garrisonable Outpost Citadels in Patch 3.0? I can't remember if Celeglin included them at all, but should they be included as well? They could end up being a useful concept, especially for the Evil factions in terms of defense.

That's all for now. Oh, and isn't Haldir worth 1600? :mellow:


2. Yeah, that has always bugged me too as there is clearly room to go in the tower. :p I can add a garrison feature if people agree with it.
3. How much do elven banners cost currently? Perhaps I could reduce their build time?
4. Never knew about this. Do people want it?

He should be worth 1300 in Version 1.0 of TEA:CE.

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#105 Olorin

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Posted 23 October 2009 - 12:59 AM

The only thing that I can think of right now is that flets should get extra firepower from garrsions. If not, then they probably need a price decrease to 300.


Where is this coming from? :mellow: No garrisoned units in the game receive better firepower. The whole point of putting them in there is so that they cannot be attacked. ;)

Don't units in garrisonable towers get to fire several arrows at once instead of just one? I'm pretty sure that's how it works. If so, that's what we were talking about :p.

1. Flets should stay the same price IMO, but to make them worth even more should get the extra firepower.
2. Should Gondor Towers (not the wall defenses, the ones that can be built from a normal build plot) be garrisonable? Maybe not have the extra firepower (that might be a bit overpowering), but still have the option of letting units in? Purely because Gondor is a defensive faction, and I hate playing against Mordor and having to defend my outposts in the early game from trolls with only some Soldiers to spare (I love my units ;) ).
3. I'm finding the Elven Banner Carrier system Celeglin made to be a little redundant (no offense meant, of course); most of the time I would just end up sending my units out there, unless they are getting no experience whatsoever (e.g. my Spearmen). Maybe reduce the price by 50-100? Because I find that most of the time, by the time you actually start using Banner Carriers it ends up being in the middle-late game. Unless this whole concept is balanced by the fact that Elven units gain experience at a slower rate than other units (I think I remember a game where my level 1 Galadhrim Warriors devoured a whole force of Orcs and a Troll and not gaining a single level).
4. What happened to the garrisonable Outpost Citadels in Patch 3.0? I can't remember if Celeglin included them at all, but should they be included as well? They could end up being a useful concept, especially for the Evil factions in terms of defense.

That's all for now. Oh, and isn't Haldir worth 1600? ;)


2. Yeah, that has always bugged me too as there is clearly room to go in the tower. ;) I can add a garrison feature if people agree with it.
3. How much do elven banners cost currently? Perhaps I could reduce their build time?
4. Never knew about this. Do people want it?

He should be worth 1300 in Version 1.0 of TEA:CE.

2. Awesome :thumbsdownsmiley: .
3. I'm sure they cost 250, but now that you mention it their build time does seem a little long for just one single unit.
4. Maybe play around with them a little and see if they're worth anything. Though the new Mordor citadel structure looks so much better than the current one ;).

Edit: also, just while we're throwing around ideas, does anyone else think that Arwen's cost is a little high? I was thinking reduce it to at most 1800, just so you can level her up a little earlier in the game and have her Loudwater Fury ability available for a (slightly) earlier seige. And, not meaning to be picky, but didn't Celeglin intend to make the Orchards start at level one even on economy plots? He said that this was counterbalanced by the fact that it gets arrow towers at level 3, like the Lumber Mills.

Edited by Olorin, 23 October 2009 - 01:18 AM.

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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#106 Rob38

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Posted 25 October 2009 - 02:08 AM

Edit: also, just while we're throwing around ideas, does anyone else think that Arwen's cost is a little high? I was thinking reduce it to at most 1800, just so you can level her up a little earlier in the game and have her Loudwater Fury ability available for a (slightly) earlier seige. And, not meaning to be picky, but didn't Celeglin intend to make the Orchards start at level one even on economy plots? He said that this was counterbalanced by the fact that it gets arrow towers at level 3, like the Lumber Mills.


Yeah, Arwen probably should get a price drop as she is rather weak. As for the Orchards, those arrow towers are rather pathetic for any structure. :shiftee2: If you're relying on a building's arrow tower for defense, you're in big trouble. :p

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#107 Olorin

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Posted 25 October 2009 - 05:35 AM

Very true :shiftee2:.
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...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#108 Bereneth Túrien

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Posted 25 October 2009 - 09:42 PM

The only thing that I can think of right now is that flets should get extra firepower from garrsions. If not, then they probably need a price decrease to 300.


Where is this coming from? :p No garrisoned units in the game receive better firepower. The whole point of putting them in there is so that they cannot be attacked. :p

Don't units in garrisonable towers get to fire several arrows at once instead of just one? I'm pretty sure that's how it works. If so, that's what we were talking about :p .


Yeah, put some archers in a ruined tower and the tower receives the firepower of the archers.


Edit: also, just while we're throwing around ideas, does anyone else think that Arwen's cost is a little high? I was thinking reduce it to at most 1800, just so you can level her up a little earlier in the game and have her Loudwater Fury ability available for a (slightly) earlier seige. And, not meaning to be picky, but didn't Celeglin intend to make the Orchards start at level one even on economy plots? He said that this was counterbalanced by the fact that it gets arrow towers at level 3, like the Lumber Mills.


Yeah, Arwen probably should get a price drop as she is rather weak. As for the Orchards, those arrow towers are rather pathetic for any structure. tongue.gif If you're relying on a building's arrow tower for defense, you're in big trouble. tongue.gif

It's still a balance issue, pathetic or not.

Edited by {AE}Manveru, 25 October 2009 - 09:54 PM.

I used to be {AE}Manveru, if that rings a bell.


#109 Rob38

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Posted 26 October 2009 - 01:46 AM

The only thing that I can think of right now is that flets should get extra firepower from garrsions. If not, then they probably need a price decrease to 300.


Where is this coming from? :p No garrisoned units in the game receive better firepower. The whole point of putting them in there is so that they cannot be attacked. :p

Don't units in garrisonable towers get to fire several arrows at once instead of just one? I'm pretty sure that's how it works. If so, that's what we were talking about :p .


Yeah, put some archers in a ruined tower and the tower receives the firepower of the archers.


Well, don't the archers shoot while in the flets? If not, then that needs to be fixed. :)

Edit: also, just while we're throwing around ideas, does anyone else think that Arwen's cost is a little high? I was thinking reduce it to at most 1800, just so you can level her up a little earlier in the game and have her Loudwater Fury ability available for a (slightly) earlier seige. And, not meaning to be picky, but didn't Celeglin intend to make the Orchards start at level one even on economy plots? He said that this was counterbalanced by the fact that it gets arrow towers at level 3, like the Lumber Mills.


Yeah, Arwen probably should get a price drop as she is rather weak. As for the Orchards, those arrow towers are rather pathetic for any structure. tongue.gif If you're relying on a building's arrow tower for defense, you're in big trouble. tongue.gif

It's still a balance issue, pathetic or not.


I really don't see any imbalance from it. All settlements plots should start on Level 2 in my opinion. :p

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#110 Olorin

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Posted 01 November 2009 - 05:25 AM

Oh, another thing: Celeglin said that he was gonna fix the Mumakil fire-panic-type-thingy, but obviously never got around to it. You know, when the Mumakil gets hit by fire after a while it goes into a rage and tramples everything? I think Patch 3.0 stuffed it up. Would you be able to fix that up?
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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#111 Rob38

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Posted 02 November 2009 - 02:59 AM

People really need to read the change list in the first post :cool2:

• Mumakil now needs 1000 FLAME damage to go on death rampage (used to be 3250 Flame damage).


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#112 Olorin

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Posted 03 November 2009 - 02:25 AM

Oh, uhm, great! :mellow:
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...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#113 _Haldir_

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Posted 07 November 2009 - 08:05 AM

2. Yeah, that has always bugged me too as there is clearly room to go in the tower. I can add a garrison feature if people agree with it.

Sounds awesome. Are Isengard keeps garrisonable too?

3. How much do elven banners cost currently? Perhaps I could reduce their build time?

The elven banners already have the quickest build time of any elven unit though, and are the cheapest banner carrier upgrade of any of the factions (without even requiring a prerequisite purchase, or building discount). I wouldn't be opposed to a small decrease in time, but anything major would be a bit unbalanced i think :blink:

Well, don't the archers shoot while in the flets? If not, then that needs to be fixed.

I'm pretty sure this came up before TEA:CE 1.0 came out, and wasn't able to be fixed..?
I think the fact that flets/keeps fire by themselves suggests that there's already an archer in there; whereas a ruined tower is empty, until garrisoned by your own troops. So i'd say leave flets as is, but let gondor keeps and isengard keeps be garrisoned (without extra firepower).

Yeah, Arwen probably should get a price drop as she is rather weak.

Agreed. She's not heaps better than Eowyn, so maybe around 1600? Cirdan should probably be kept the same price as arwen as well.

Did seeing the elven base lamps through the fog of war end up getting fixed?

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#114 Rob38

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Posted 08 November 2009 - 08:30 PM

I'll make sure that both the Gondor and Isengard tower will now be able to garrison units. Should they be able to garrison one horde or two?

For the banner carriers, I'll make their build time slightly less but that will be all.

For the base defense flets, should we just remove the ability to garrison? The flets that are built on structure build plots can then be garrisoned.

Arwen and Cirdan will get a price drop.

Finally, the elven base lamps still have not been fixed. The code should be hiding them but it is not working.

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#115 Taralom

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Posted 25 November 2009 - 08:07 AM

I was wondering, will there be changes to campaign maps?
I believe Celeglin wanted to change some of the maps, just like he did with mirkwood. Dunharrow was one of them... Elven, do you know the others?


lastly, I've finally been able to get Mumaks rampaging again! :p Long time no see, Chaos!
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#116 Olorin

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Posted 25 November 2009 - 12:40 PM

They should be on the site, under Campaign. :p
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...The Journey doesn't end here; death is just another path, one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it. White shores...and beyond. A far green country, under a swift sunrise...

...Many folk like to know beforehand what is to be set on the table; but those who have laboured to prepare the feast like to keep their secret; for wonder makes the words of praise louder...

...Stand, Men of the West! Stand and wait! This is the hour of doom... ~ Gandalf the White, The Return of the King

#117 Taralom

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Posted 25 November 2009 - 02:28 PM

Ah, I thought the site was offline? :p
Seems that is not the case. Thank you Olorin!

I'm pretty sure that there's no need for me quoting the site here, right?
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#118 Rob38

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Posted 27 November 2009 - 11:04 PM

Ah, I thought the site was offline? ^_^
Seems that is not the case. Thank you Olorin!

I'm pretty sure that there's no need for me quoting the site here, right?


Weren't those changes listed on the site actually implemented into the game?

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#119 Elvenlord

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Posted 28 November 2009 - 04:50 AM

Without looking at the site, I'm going to say yes, because ones like Dunharrow I think just said updates coming soon. Lothlorien, Helm's, Minas, Black Gate, and Mirkwood I know are for sure done.

And I was right. Any stuff stated on the website is already in-game. Everything else says Info Coming Soon.

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#120 Taralom

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Posted 28 November 2009 - 10:54 AM

Weren't those changes listed on the site actually implemented into the game?

I'd say no, since I've been playing the campaign recently, and Dunharrow was just like always.


On a quick side note: At the Mirkwood mission, you sometimes get Galadriel, but normally just some mirkwood scouts. Should this happen? What do you have to do for Galadriel?
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