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Number of units


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#1 Guest_KOC Alex_*

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Posted 02 September 2006 - 09:32 AM

hmm...the trailer looks good but what will be the maximum number of units allowed

#2 Celeglin

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Posted 02 September 2006 - 12:11 PM

On a 1v1 map, the Good command point limit is 400 and the Evil limit is 800. It progresses downward as more players are added until you get to 200 for Good and 400 for Evil on an 8-player map. Good campaign command point limit is somewhere around 800.

Of course, the Elves won't be able to have as many units on the field as Rohan or Gondor, because their units take up much more of the CP count:

- Sentinel from Woody End: 3 CP
- Mirkwood Scouts: 15 CP
- Spearmen of the Havens: 20 CP
- Riders of Rivendell: 20 CP
- Amroth's Knights: 20 CP
- Galadhrim Warriors: 25 CP

Edited by Celeglin, 02 September 2006 - 12:14 PM.

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#3 adummy

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Posted 02 September 2006 - 08:30 PM

thats the battlian right. if it is each unit then no one will be on the field
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#4 Lauri

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Posted 02 September 2006 - 09:15 PM

all but the Sentiel.... although I would prefer a more "normal" number for him :ohmy: I don't like 3's and that in the CP's! I'd prefer to pay two more for him :wub:

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#5 Celeglin

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Posted 03 September 2006 - 05:57 PM

5 Sentinels = 3CP*5 = 15CP = 1 Battalion of Scouts. Works out evenly enough for me :shiftee:.

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#6 Lauri

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Posted 03 September 2006 - 06:01 PM

what the..?
anyways, I guess I'll just have to buy a couple of them :shiftee:

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#7 Gherrick

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Posted 04 September 2006 - 02:30 PM

what the..?
anyways, I guess I'll just have to buy a couple of them :lol:

For what? Just to scout? :shiftee: I prefer open war not hiding bitching :dry:
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#8 Guest_Lunarwolf_*

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Posted 18 September 2006 - 04:25 AM

hey when you summon the royal guards of rohan will they be timed or they stay till they die?

#9 Celeglin

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Posted 19 September 2006 - 02:29 PM

hey when you summon the royal guards of rohan will they be timed or they stay till they die?


Timed. Though staying till they die is an interesting idea... Probably won't use it though if I make purchasable ones.

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#10 Elvenlord

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Posted 07 October 2006 - 06:17 PM

no, it probaly won't work because then you could just wait to summon more.
Unless you can make that if you use the summon power again the old ones disappear
OR
just make it so recharge time= time before they disappear :p


Edit: 20th post!

Edited by Elvenlord, 07 October 2006 - 06:19 PM.

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#11 Lauri

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Posted 07 October 2006 - 08:30 PM

either it's spam with you, or you bring back old topics :p
keep it going!

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#12 Elvenlord

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Posted 07 October 2006 - 11:17 PM

Mostly old topics(like this one), though a little spam :p

Edited by Elvenlord, 07 October 2006 - 11:24 PM.

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#13 Feanîmriel

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Posted 31 October 2006 - 11:02 PM

to give your mod a bit more balancing I would prefer another CP-ranking:
Sentinel From Woody End: 2 CP (5 SfWE don't have the same power as a batt MS)
Mirkwood Scouts: 15 CP (out their health down)
Amroth's Knights: 20 CP (make them slower as the RoR)
Spearmen of the Heavens: 20 CP (leave them as they are)
Galadhrim Warriors: 25 CP (leave them as they are)
Riders of Rivendell: 25 CP (make them a bit faster than AK; a bit more health)
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#14 Celeglin

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Posted 01 November 2006 - 12:42 AM

Sentinel From Woody End: 2 CP (5 SfWE don't have the same power as a batt MS)

This, I think I can deal with.

Mirkwood Scouts: 15 CP (out their health down)

Their health and armour is already incredibly low. If they one-on-one against just about any other unit in the game, they'll lose. The trick with the Scouts is using them strategically, rather than relying on them holding their own.

Amroth's Knights: 20 CP (make them slower as the RoR)

They are already a good deal slower than RoR. They're actually the slowest cavalry batt in the game.

Riders of Rivendell: 25 CP (make them a bit faster than AK; a bit more health)

As I already said, they're already faster than AK (they're the fastest battalion in the game). They're also supposed to be the "ying" to the Knight's "yang". Riders of Rivendell are faster and deal more weapon damage, but lack armour and trample damage. This makes them great as hit and runner's (and more... strategically so than the Rohirrim, as the RoR are better at attacking than trampling). Amroth's Knights are slow and don't do as much weapon damage as the RoR, but they have higher armour and and very good trample damage. This makes them quite useful as defensive cavalry (which is rather unique to the game) as well as good at covering retreats.

The thing about the cavalry is that I want the two units to be as balanced as possible. I want it to be a strategic choice as to whether you chose the Riders or the Knights, not simply a matter of choosing the "stronger" unit.

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#15 Elvenlord

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Posted 01 November 2006 - 03:34 AM

Yeah, I make a batt or two of riders to raid, then knights to trample infantry

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#16 Feanîmriel

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Posted 01 November 2006 - 10:49 AM

Ok you convinced me, cel
YOurs does actually make a lot of sense, but i rely on putting SfWE CP's to 2
hehe :p
:p
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#17 zimoo

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Posted 01 November 2006 - 10:55 AM

:p I thought it was the other way around, with the heavy cavalry being to slow to effectively trample enemies. I guess I should stop building Amroth's Knights as a structure-destroying force then :p
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#18 Feanîmriel

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Posted 01 November 2006 - 10:58 AM

Hehe, that is the prove of me theory I had long time ago:
Riders should not exist.
they make it more difficult and are killed too easily
suggestion: just stop building riders
:p
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#19 Elvenlord

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Posted 01 November 2006 - 12:34 PM

But they are the raiding force, and not that bad at trampling either


100TH POST!!!!!!!!!!!!!!!!!

Edited by Elvenlord, 01 November 2006 - 12:35 PM.

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#20 zimoo

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Posted 01 November 2006 - 12:38 PM

Congrats on your 100th post, all of them are inside the Elven Alliance sub-forum I guess? :p
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