Sorry if this is the wrong place to ask this, but I was curious if anyone has found the Nameless Things mentioned in the description for the Foundations of Stone map under Creeps? Was very curious to see what they looked like in-game and searched the map but wasn't able to find them.
General Questions & Suggestions Thread
#161
Posted 09 December 2020 - 11:24 AM
#162
Posted 11 December 2020 - 06:55 AM
I just downloaded and tried out the Age Of The Ring mod version 6.1 and you guys still do great work! Nice job. I also enjoyed playing version 5.1
I must say though, I think the balance between difficultly levels may need to be tweaked. "Peasant" level was easy...which is expected and appropriate. But the next level up "Soldier" level was insanely difficult. It was too much for me to handle and I'm not a novice player either. Problem was the AI rushed with tons of units in a constant flow and nearly zero time in between. I'm all for the AI making larger armies, but it would be nice to have more time in between invasions so that I can build up a sufficient army and sometimes meet them outside my base rather than having all my buildings destroyed in 10-15 minutes.
Any way to make the AI not rush so much overall would be much much appreciated! They're too good
#163
Posted 12 December 2020 - 09:53 AM
Eh, I had quite the same feeling, plus the fact that Peasant AI is weirdly balanced between agressive and defensive factions, and it ends up with Rohan and WR doing nothing while Mordor and Misty Mountains are somehow as powerful as the old Difficult AI. The idea of improving the AI by doubling the amount of resources gathered is more artificial than the real improvements they managed to come up with : flanking strategies, better bases, etc. But this whole idea is needing a bit of a rework to make a clear difference between the difficulty levels, and maybe they also can create a system where we could choose whether the AI is agressive or not, no matter its level of difficulty.
"C'est en forgeant qu'on devient forgeron."
#164
Posted 14 December 2020 - 03:17 PM
The new AI is impressive, my only frustration that I have mainly is about the speed they rebuild their buildings, I barely destroy some source of their resources and they quickly rebuild. The other thing that might suggest is about also a little breathing time to regroup, the new AI forces you to invade them and attack them quickly without being able to breathe much, basically it forces you to rush the game because it can make things worse.
Edited by Thranduil_King, 14 December 2020 - 03:17 PM.
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#165
Posted 23 December 2020 - 08:30 AM
Also, the Misty Mountains faction was one of my favorites, but unfortunately in Age of the Ring mod version 6.1 the Misty Mountain units appear too weak to keep up with the new AI. Even though I create more units than the AI (even upgraded) I would quickly get obliterated. I'm able to beat the AI with other factions. So I think the Misty Mountain units may need to be adjusted to be a bit beefier to handle the constant flow of attacking AI. Their hero list is pretty small too which doesn't help much. All I'm saying is there are some balancing issues with the tougher AI, but I still really enjoy the mod!
#166
Posted 06 January 2021 - 05:14 PM
Moved comment into Bugs and Support section.
Edited by Skallolf, 06 January 2021 - 08:29 PM.
#167
Posted 08 January 2021 - 09:49 AM
I just downloaded and tried out the Age Of The Ring mod version 6.1 and you guys still do great work! Nice job. I also enjoyed playing version 5.1
I must say though, I think the balance between difficultly levels may need to be tweaked. "Peasant" level was easy...which is expected and appropriate. But the next level up "Soldier" level was insanely difficult. It was too much for me to handle and I'm not a novice player either. Problem was the AI rushed with tons of units in a constant flow and nearly zero time in between. I'm all for the AI making larger armies, but it would be nice to have more time in between invasions so that I can build up a sufficient army and sometimes meet them outside my base rather than having all my buildings destroyed in 10-15 minutes.
Any way to make the AI not rush so much overall would be much much appreciated! They're too good
I had the same problem jumping from hard to brutal on previous version. I can only recommend you to use the handicap tool and choose your customized difficulty. You can gradually put less handicap to improve your gameplay (at least against AI).
Edited by Pestum, 08 January 2021 - 09:50 AM.
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#168
Posted 08 January 2021 - 10:01 AM
Also, the Misty Mountains faction was one of my favorites, but unfortunately in Age of the Ring mod version 6.1 the Misty Mountain units appear too weak to keep up with the new AI. Even though I create more units than the AI (even upgraded) I would quickly get obliterated. I'm able to beat the AI with other factions. So I think the Misty Mountain units may need to be adjusted to be a bit beefier to handle the constant flow of attacking AI. Their hero list is pretty small too which doesn't help much. All I'm saying is there are some balancing issues with the tougher AI, but I still really enjoy the mod!
I felt the same but after a few games i find myself using other units and tactics.
The basic infantry from goblins are weaker than before but gundabad warriors are stronger than ever. Use wargs, they are your basic cavalry also use bats, you need to micro but are excellent. Tactics like A+Move to their fortress don´t work anymore xD
Strategies aside, Azog dies way to fast for an ultimate hero, needs more micro than Haldir.
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#169
Posted 08 January 2021 - 10:21 AM
SuggestionDol Guldur: Siege LimitationsUnit: A (perhaps higher tier) support unit with a low unit limit dedicated to stop decay or something similarReasons: Decay becomes a problem when Necromancer dies in a attack (naturally) or when is unavailable like WoTR or simply too big of an army (leads to massive clumpage aoe death or Passive dmg). Mostly a problem when in mid-late game multiplayer, ai doesn't prioritize the Necromancer but Humans love to focus fire him. Sieges become elite only unless you build cross map undead tower highways which are doable and funny/cool but are easily disrupted. Also an attack is difficult to push back when buildings are being destroyed and the Necromancer is elsewhere in force especially siege factions like Isengard's long range weapons render defense null even if lightly guarded due to passive dmgConclusion: Sustained sieges are very difficult especially with late game dps skills and spells from human players to the Necromancer. Attacking armies often get shelled to pieces due to clumpage around the Necromancer with little workaround (as far as I know). Reinforcements are almost unheard of because passive dmg when attacking. Defending your base against long ranges is in some cases insurmountable if Necromancer is NA. As soon as QRF arrives they have to take passive dmg and attack at halfish health against well trained equipped units and rinse repeat. Dul Guldor's offensive might and in some cases defensive are crippled to the extreme from one "man" being unavailable to go elsewhere quickly.P.S. Dol Guldur is one of my favorite faction and it utterly amazes me all the time from the design to the thought put into it (Not to mention the rest of the mod). I apologize if this is in the works or already suggested but I did my due diligence to try and make sure it wasn't. Thank you so much for all the hard work on this mod.
Hi! Seems to me like you need to aproach the faction from a different angle. What you´re saying is like playing Rivendell in a 40 mins game and continue to attack with hobbits and saying they are dying too fast.
Those units are not intended for that purpose (although you can try).
If i´ll going to siege with decaying units i will make sure to have a spire of sorcery and my units are lvl 2 (banners upgrade is the best way) to turn them into undead moments before they die (die die).
Edited by Pestum, 08 January 2021 - 10:44 AM.
#170
Posted 08 January 2021 - 10:42 AM
Greetings everyone.
I would like to remove the units around buildings, at least interactive units, they can stay for only visual. They look good, goblins the most.
Those units help on defense (a little bit) but in a frustrating way.
For example, i´m besieging and need to take care from an attack on my base. I defend with other units not the ones besieging but when i return to the siege i have all my army dispersed trying to hit some archer who are shooting from the other side of the buildings. Some squads die trying to reach those units (who really doesn´t hit that much). For worse units have priority on those insignificant guards. They don´t attack the tower no, they attack the most distant of archers (i´m exagerating but in frustration i feel that way xD).
Gameplay first.
Thanks for reading and excuse my english!
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#171
Posted 20 January 2021 - 12:05 AM
Hello friends,
Firstly I want to offer my thanks and congratulations to the modding team for their work. Age of the Ring has made Battle for Middle Earth fun again in a way I never expected.
Pardon me if this is the wrong topic to discuss the following question -- Is it possible to make additional unit stats available on the AotR wiki? For example, while the health information for the units is excellent, I would be very interested in seeing things like attack range (for ranged units), damage per attack non-upgraded / upgraded (per individual in a batallion), etc.
Or, if this is not desired for any number of reasons, is there a resource where such information can be found?
Thanks a lot!
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#172
Posted 20 January 2021 - 10:26 PM
Hello friends,
Firstly I want to offer my thanks and congratulations to the modding team for their work. Age of the Ring has made Battle for Middle Earth fun again in a way I never expected.
Pardon me if this is the wrong topic to discuss the following question -- Is it possible to make additional unit stats available on the AotR wiki? For example, while the health information for the units is excellent, I would be very interested in seeing things like attack range (for ranged units), damage per attack non-upgraded / upgraded (per individual in a batallion), etc.
Or, if this is not desired for any number of reasons, is there a resource where such information can be found?
Thanks a lot!
I second this.
#173
Posted 23 January 2021 - 05:06 AM
Could I suggest increasing the scale of some of the buildings? Or at least the fortresses? I think Dol Goldur's fortress is a good size, but the others could use an increase in size in my opinion. I understand we don't want to make it difficult to see around them, but it looks strange when Gondor's guard towers [for example] are way bigger than the fortress. Nearly all the factions I think could benefit from a larger sized fortress as it would look more realistic-ish in my opinion. The fortresses don't have to be huge, just more dominating from the other buildings. Lothorien's fortress could be downsized...kinda strange a tree would be three times as big as say, Gondor's fortress.
But I also think it would be good to re-analyze many of the various other buildings like the troll cage, warg pit, other battle towers, siege works, etc where bigger units come from so that it looks like those units could actually come from those buildings. Just sayin...
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