Hook the game using T3A:Online's launcher, then open the mod with its shortcut.
General Questions & Suggestions Thread
Posted 06 February 2018 - 05:17 AM
Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis
There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour
What will matter then will be people. If relationships will matter most then, shouldn't they matter most now? - Max Lucado
Posted 06 February 2018 - 03:15 PM
I've registered just to say thank you and to express my appreciation for all the work that goes into this mod. It's obviously made by talented, passionate people and it shows. The texture improvements are fantastic, the attention to detail you've put into each building/unit is astounding and the game now looks about half it's actual age.
The patrols are such a small but significant feature. Now instead of boring lifeless "bases" each encampment looks like a living, bustling settlement. The performance hit is well worth it. The best part (for me at least) is seeing the how promising the Create-a-hero revamp appears to be. Can't wait to see what you do with Erebor, Imladris and Rohan.
As for suggestions - there's just one thing that looks out of place.
[Gondor & Lothlorien] Upgraded blades visual effect.
In my opinion it's a bit too pronounced. The blades have this glass/ice quality to their look. For the pikes, it's not as noticeable but the swords look like teal LEDs. Maybe it could be dialed down? I understand that the upgrades need to be visible (strategically important) but the glassy sheen has the swordsmen looking like they're directing eagle landings.
Could it just be my GPU+Monitor doing this? Take a look: https://i.imgur.com/366qtPa.jpg
I think it would be more realistic if the upgraded swords had a silver visual effect, maybe a light silver glow? It would still be noticeable to an opponent and it would be congruent with the lore.
Having just read what I wrote I've realized that I may be a nitpicker.
Edited by KhazadMilkers, 06 February 2018 - 03:17 PM.
Posted 06 February 2018 - 09:17 PM
Hey, welcome to the forums. You are a nitpicker, but that's OK, because so are we.
The forged blades effect is indeed pronounced because it needs to be. We don't want people to have any doubt as to whether or not the opponent is coming at them with upgraded weaponry.
No fuel left for the pilgrims
Posted 09 June 2018 - 04:47 PM
Suggestion : hobbits to ride horses with characters.
Pippin could ride with Gandalf. Merry could ride with Eowyn. The code that achieves already exists and is fairly short. We could also consider making any hobbit ride with any rider though that seems less lore-friendly. (edit:plausible)
Edited by ulomagyar, 12 June 2018 - 05:51 PM.
Posted 09 June 2018 - 04:49 PM
Suggestion : Make the total number of spell points obtainable 150
Currently the total number of spell points obtainable is 154. I see no reasons for these knowing that all factions need no more than 150 spell points. This is pretty easy to change in the game.
Posted 22 July 2018 - 04:46 AM
Posted 22 July 2018 - 01:46 PM
- The_Nazgul likes this
Posted 28 July 2018 - 08:54 PM
In case summoned Gimli and Legolas have a spare ability slot, I suggest a passive: "Friendly Rivalry - Gimli and Legolas became best friends, overcoming an ancient enmity of dwarves and elves, yet they never put the rivalry aside. When close to each other they engage in slaying contests, gaining #% attack speed."
Posted 29 July 2018 - 07:35 PM
A thought on the spell book/palantir powers:
As in the original game, at the moment powers for the good factions are described as 'harnessing the power of the Evenstar', with the One Ring the equivalent for the evil factions - you also click on either the Ring or Evenstar to access the powers. As these artifacts are not necessarily relevant to certain factions - Erebor harnessing the Evenstar, for instance - I wonder if these objects could be made unique to each faction?
One possibility is referring to particular artifacts - the One Ring for Mordor, maybe Nenya for Lothlorien, either the Evenstar or Vilya for Rivendell, Narsil for Gondor etc.
The other possibility is referring to symbols - the White Tree, the Black Serpent, the White Hand, the Red Eye and so on.
This is a very minor point but would be a fun little detail.
Edited by Sharkey, 02 August 2018 - 11:18 PM.
Posted 02 August 2018 - 02:28 PM
I noticed one quite inconvenient thing - some heroes have those "guards" running around and helping in battle. When I had the Great Goblin in the field and killed Gollum, one of the "guards" picked up the Ring but I was unable to return it to the fortress. When I selected the Great Goblin, there was no option to send him with the ring to the fortress and those guards on their own are unselectable. I had to sennd the hero to a fight, let the guard die and then pick up the Ring with a normal unit.
It is quite silly because in such fight enemy could pick the Ring before you and flee to his fortress.
Could you somehow adress this? Maybe disable these guards' ability to pick up the Ring?
Posted 04 August 2018 - 10:34 PM
Posted 06 August 2018 - 05:31 AM
Posted 03 January 2019 - 02:59 PM
I am new to the forums but I wanted to express my appreciation for all the work you put in this mod. It is without a doubt the best mod I have ever played and renewed my love for this game after so many years. It has become definitely my favourite version of the game. You guys are awesome!
I wanted also to ask if you had any plans (or if it would even be possible) to include a way to customize the hotkeys of the game. Since there is more units and variety it can be hard to keep up and a "grid" hotkey scheme would feel much smoother. It is difficult to change hotkeys to the base games but if you could implement it I think it would make gameplay much smoother.
Great work and all the best!
Posted 17 June 2019 - 01:25 PM
I suggest to divide Gundabad's region in half, west for Gundabad's settlement & east for Nordinbad's settlement.
Edited by LittleCritter, 18 June 2019 - 12:44 PM.
Posted 16 July 2019 - 02:26 PM
Is it possible to program the AI to build the armories where they are supposed to build resource buildings like farms?
They are programmed to build only one around the fortress and usually its a bad spot and gains very little resource to level up
so the AI ends up never having heavy armor, fire arrows etc. I suggest that if possible, they can be programmed to have a 50/50
chance of building either an armory or a farm.
If that was not possible, there is another suggestion where the player is limited to building 6 armories (for max bonus discount)
and there are no area terrain thingy for the bonus, each armory gets steady but low resource (like 10) and they level up faster.
They can be more expensive but also limited to 6 so player won't take advantage of spamming them for resources.
This can hopefully fix the issue with the AI. Please tell me what you think, I personally prefer the former.
Edited by Morgul Orc, 16 July 2019 - 02:36 PM.
Posted 17 August 2019 - 01:51 PM
Not necessarily for factions but more for CAH when it's worked on, but would it be worth reworking Orc/Uruk spells or adding more? They feel like they lack more than other heroes, maybe something to boost unit recruitment, on the note of which some more customisation options for both would be cool, some Morgul armour pieces perhaps? Or even some Gondorian armour, maybe ripped up torso piece, some chipped weapons from the Dwarves? While they are still useful I feel like compared to the Men of the West/East they don't really stand out, most of the abilities for MOTW are support/tanky with some that support the hero's own damage while MOTE are more harrassing focussed and a lot of hero-killing potential with unit conversion and Assassin, Orcs/Uruks they have some abilities but in terms of variety they've got very little, 3 support abilities, one summon, (HoR and Summon are in my opinion worth having all the time, leadership if the faction played doesn't have it), 2 abilities that buff damage output and/or armour and a debuff, with one single target attack to cripple, comparing the number of powers for uruks/orcs to MOTW (13) they don't even have half of the amount, I've rarely ever thought "Hey I'll make an orc hero" and used it more than once, bearing in mind I do play casually with a group of friends rather than with other players online where custom heroes aren't played, A few ideas for some abilities would be:
Tier 1: Decreases allied units armour by 20% and raises their damage by 30%
Tier 2: Decreases allied units armour by 20% and raises damage by 35%
Tier 3: Decreases allied units armour by 15% and raises damage by 40%
Tier 4: Decreases allied units armour by 10% and raises damage by 50%
Tier 1: Throws a head at enemy units and gives them fear, immobilising the single target hit.
Tier 1: Throws a spear that deals damage and slows the target
Tier 2: Throws a spear that deals good damage, slowing the target and dealing damage over time
Tier 3: Throws a spear that deals excellent damage, snaring the target and dealing damage over time.
Tier 1: Hero mounts a warg (No "Evil" CAH can mount)
Tier 2: Increases a building's capabilities for a short duration
-Barracks increase unit production 20%
-Resource output +20%
-Barracks increase unit production 30%
-Resource output +40%
-Barracks increase unit production 50%
Units will come out at level 3
-Resource output +50%
Any abilities can be changed around but these are some ideas, I think it'd be a lot cooler to see these added to Orcs and Uruks and make them more unique
A melee Elf hero could also be interesting, while I think another mod did something like it at one point a custom hero that holds a weapon with two hands would be awesome to see, a few of the Rivendell/Lothlorien armour sets would be nice to have, as for what weapons they could have maybe the ones seen during the prologue of the first movie or if it would work with animations, a spear or a two sided weapon of sorts.
-Barracks increase unit production 20%
-Resource output +20%(Not as powerful as Call the Horde or They are Coming)
*Edit* I went back to double check and Orcs have 9, which happens to be more than half, but the idea for more/better abilities is still there
*Edit2* Scavenger armour pieces
Edited by TinyTark, 17 August 2019 - 02:01 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users