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Version 1.1 Change List


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#81 Elvenlord

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Posted 07 September 2009 - 04:35 PM

I don't think the evil castle disappears if there are only towers left either.

And yeah, go ahead I guess :p

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#82 Rob38

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Posted 07 September 2009 - 08:07 PM

I don't think the evil castle disappears if there are only towers left either.

Well, someone needs to tests this and the Gondor tower guards. Please do not make me do this all by myself. :p

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#83 Elvenlord

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Posted 08 September 2009 - 01:42 AM

I know the gondor and rohan castle will disappear if there are towers on the wall still. I'm fairly sure mordor and isen won't if there are towers around the base. I seem to remember advancing on that last tower quite a few times :p
I would test it, but you know :p

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#84 _Haldir_

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Posted 08 September 2009 - 01:09 PM

Okay, did some testing and i found that gondor tower guard and rohan eorlingas DON'T get trampled in formation.

Also, Gondor and Rohan bases ARE destroyed regardless of any towers, but Evil bases require all structures (including towers) to be destroyed.

Thinking about it though, Good defences can only be destroyed by siege weapons, but evil towers can be destroyed by anything. Seeing as flets can also be attacked by regular units, it probably makes sense to keep them as is :p

Cirdan's voice would be cool if it's in keeping. Awesome work for slugging through all this Rob ^_^

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#85 Bereneth Túrien

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Posted 08 September 2009 - 10:17 PM

Also, Gondor and Rohan bases ARE destroyed regardless of any towers, but Evil bases require all structures (including towers) to be destroyed.

Thinking about it though, Good defences can only be destroyed by siege weapons, but evil towers can be destroyed by anything. Seeing as flets can also be attacked by regular units, it probably makes sense to keep them as is :p


Since the Gondor and Rohan wall defenses are the ones that will not keep the castle from being destroyed but the ground defenses from a build plot are necessary for base destruction I would have thought this would be obvious.

I seem to remember advancing on that last tower quite a few times :p

All the time. It's always stuck on 7% or something because they don't have a citadel. :p

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#86 Dragonforce

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Posted 09 September 2009 - 09:28 AM

It's quite annoying sometimes :p
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#87 drogoth232

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Posted 09 September 2009 - 01:56 PM

Just to make sure.. I looked over some code in Commandbutton.ini and found that the Dwarf Toss button was uncommented. Was Celeglin trying to get it in or is that done by default?
Wait... what?

#88 Rob38

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Posted 10 September 2009 - 04:39 AM

Okay, did some testing and i found that gondor tower guard and rohan eorlingas DON'T get trampled in formation.

Alright, Elven spearmen should hopefully not be trampled anymore when in their formation. :D

Just to make sure.. I looked over some code in Commandbutton.ini and found that the Dwarf Toss button was uncommented. Was Celeglin trying to get it in or is that done by default?

That was in by default. If you look in Gimli's and Aragorn's ini files, you'll see some commented out pieces of it too. ;)

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#89 Rob38

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Posted 14 September 2009 - 04:34 AM

Ok, I updated the change list. :sad2: There are lots of new additions to it so please read over it here. Feel free to leave comments and feedback. :)

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#90 Elvenlord

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Posted 14 September 2009 - 12:45 PM

Auto abilities yaaaaaaaaaay :sad2:

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#91 _Haldir_

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Posted 17 September 2009 - 01:00 PM

Awesome work :p

I found another small bug: spearmen of the havens use the Gondor soldier icon when garrisoned in flets (and i assume towers as well)

Also, i was digging around and found a post by Cel ages ago about the same Haldir UP problem i was having: http://forums.revora...topic=46318&hl=

Edited by _Haldir_, 04 October 2009 - 02:15 PM.

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#92 Bereneth Túrien

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Posted 08 October 2009 - 01:10 PM

I found another small bug: spearmen of the havens use the Gondor soldier icon when garrisoned in flets (and i assume towers as well)



Well that's easy enough to fix... change the button image in the horde code.

On another note is version 1.1 still being worked on? (It better not have died or AE will be very mad.)

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#93 Rob38

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Posted 08 October 2009 - 02:05 PM

Yep, still being worked on. Right now, we are working on implementing the Elven AI. Once we get a basic system in place, I'll release Version 1.1 :tongevil:

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#94 oblivionator

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Posted 08 October 2009 - 09:52 PM

Good to know. :p This mod is really fun. I'll be looking forward to the Elven AI. :p
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#95 Hearach

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Posted 09 October 2009 - 12:31 AM

Haven't been around here for a while.
I have to say though, it's looking good.
:p
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#96 Guest_Der Eremit_*

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Posted 20 October 2009 - 02:52 PM

Hello Community! I really like this mod but there are a few things I noticed:
(it is my opinion, this should not be harsh criticism but only suggestions)
Haldir is too expensive! Compare it with Lurz and you'll know why...
The Towers are too expensive, but they can be useful in the early game- The Elvish economy ist one of the badest in the game and it is difficult to use them--> no money for units.
Reduce Galadriels cost from 5000 to 4750 or 4500- she is very slow, which is a big disadvantage.
Slightly decrease the costs for heavy armor from 1500 to 1400.
Slightly decrease the speed of scouts.
5 more summoned elves and the ability is worth its 3 Points!
Slightly decrease Arwens speed... she is really fast... but give her a passive speed buff in higher levels!
Add some big trees to the summoned forest(hope u know what I mean :p)

Thats all.... sorry for my poor english. Hope u understood what I wanted to say ;)

#97 Ring o' Fate

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Posted 20 October 2009 - 03:04 PM

Hello Community! I really like this mod but there are a few things I noticed:
(it is my opinion, this should not be harsh criticism but only suggestions)
Haldir is too expensive! Compare it with Lurz and you'll know why...
The Towers are too expensive, but they can be useful in the early game- The Elvish economy ist one of the badest in the game and it is difficult to use them--> no money for units.
Reduce Galadriels cost from 5000 to 4750 or 4500- she is very slow, which is a big disadvantage.
Slightly decrease the costs for heavy armor from 1500 to 1400.
Slightly decrease the speed of scouts.
5 more summoned elves and the ability is worth its 3 Points!
Slightly decrease Arwens speed... she is really fast... but give her a passive speed buff in higher levels!
Add some big trees to the summoned forest(hope u know what I mean :D)

Thats all.... sorry for my poor english. Hope u understood what I wanted to say :D

And I'm just gonna put my 2 cents here. :p
Elves don't have a bad economy, that's Rohan fool. ;)
Haldir is fine. Haldir can beat Lurtz, simple as that.
Galadriel can see the whole map, has a WoP, can attack gates, AND HAS LEADERSHIP. That needs to cost alot of money.
Maybe on the cost changes.
NO to the increased amount of Avari in the summon. They are VERY deadly in stealth attacks. Elven already can kill entire armies with them, I don't want to fight an ARMY of them. :p
Arwen can be slowed down. :p
That would be cool. :p
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#98 Guest_Der Eremit_*

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Posted 20 October 2009 - 03:57 PM

Rohan has the baddest economy, elven a bad. ;)
But Galadriel is sooooooo slow!
I think I just used the Avari to late :p they were killed quite fast... Thank you for the tip :p
Lurtz is the better hero, it does not matter if haldir can beat him in 1v1... He is a VERY good supporter and fighter, much more deadlier with an army than Haldir. Bute okay, just suggestions :p
You've redone teh original AI a bit , haven't you? Like in every mod not a perfect one, still easy to beat (1vs7 is no problems exept with elves and isengard) but better than the original... I really like your mod!

Is there a hamachi-server for this mod? wanna do some test games with real players!

#99 Elvenlord

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Posted 20 October 2009 - 11:08 PM

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Yes, Elves have a terrible econ, but trust me, you don't want them to have a better one. I'm already almost unstoppable with them :xcahik_:

Galadriel definitely does not need a price decrease. Right off the bat she can own anything melee with just her normal attack. Leveled up, she makes even Gandalf look like a walk in the park. Sort of :p

I wouldn't be opposed to a small price drop for Haldir, unless Rob already did. I think he did, actually :p

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#100 Rob38

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Posted 21 October 2009 - 01:45 AM

Hello Community! I really like this mod but there are a few things I noticed:
(it is my opinion, this should not be harsh criticism but only suggestions)
Haldir is too expensive! Compare it with Lurz and you'll know why...
The Towers are too expensive, but they can be useful in the early game- The Elvish economy ist one of the badest in the game and it is difficult to use them--> no money for units.
Reduce Galadriels cost from 5000 to 4750 or 4500- she is very slow, which is a big disadvantage.
Slightly decrease the costs for heavy armor from 1500 to 1400.
Slightly decrease the speed of scouts.
5 more summoned elves and the ability is worth its 3 Points!
Slightly decrease Arwens speed... she is really fast... but give her a passive speed buff in higher levels!
Add some big trees to the summoned forest(hope u know what I mean ;))

Thats all.... sorry for my poor english. Hope u understood what I wanted to say :p


Haldir currently costs 1300... do you suggest to make it even lower?
Flets cost 350 and take 20 seconds to build. Should we make it 300?
Galadriel's Throw down the Walls ability has been greatly improved and she also got a small increase in speed. Price will probably remain the same
I suppose the heavy armor cost can be reduced if people want it.
There was a debate on this and it was agreed to keep their speed the same. They are designed for hit and run tactics.
The Avari are still quite annoying and powerful. Play with Elvenlord and you'll see why. :p
Arwen is supposed to be fast as she is not very powerful. ;)
Do you mean the Elven Wood ability? Aren't the trees big enough? :p

Thanks for your suggestions. :xcahik_:

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