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Thranduil_King

Member Since 01 Apr 2018
Offline Last Active Aug 31 2022 03:38 AM

Topics I've Started

WotR 7.3.1 version Bugs, Issues, Ideas and Suggestions

07 June 2022 - 09:54 PM

Hey guys

 

As always, I'm in awe of your work on the mod, this is the game I play the most and will probably play for the rest of my life, LOL. Now, I would like to comment on some bugs, issues, ideas and suggestions, I believe these can serve as a base and complement for improve much more the way to play this version and its mod.

I think the problem with this modality currently is the AI in Living World Map, it also needs an improvement as in Skirmish. AI ​​here is more important than in Skirmish because in this modality is almost always played against AI only, and not so much in multiplayer.

However, there are still some points apart from the AI, I will mention here:

 

AI:

1) The AI ​​destroys their own Fortresses and buildings constantly and often pointlessly, especially when their enemy is close.

 

2) Many territories are never conquered or even approached by the AI in Living World Map, It just ignores them. This is also important for the new release (8.0) because if more territories are going to be added the AI ​​has to know how to move towards all of them.

 

3) There is a bug with the AI ​​has from the original game that never made sense. The AI ​​often attacks any territory without troops in Living World Map, just 1 hero, constantly AI making this move (obviously without any success) this.

 

4) This other error also comes from the original game, at the start of the match (Skirmish), the AI ​​builds exactly in the same place as its Allied AI, which causes none of the AIs to ever develop well.

 

5) This error is more about Skirmish, it is about that the AI ​​never knows how to attack fortresses maps and walls (I still think this is not fixable, but I still attached it).

 

6) In the original game, the AI ​​often left its protected territories in Living World map, but for some reason in this mod, you guys changed this, and AI rarely leaves a backup units in case it gets attacked.

 

7) In the original game the AI ​​used to send troop units together with siege units in Living World map, but in these latest versions of the mod, it only keeps the siege units in a few territories, so, AI never uses them.

 

8) This issue has been constantly mentioned, AI must give up when you are playing a map fortress type in Skirmish, even though you have destroyed everything, another negative point to play these maps in WotR because of this issue.

 

9) When you are playing in living world map, the AI ​​only builds and attacks with basic and simple units, and without to mention they rarely upgraded them anyway.

 

10) In Living World map, on many occasions the AI ​​when it attacks you, it chooses to retreat even though it ​​has many possibilities in advantage.

 

11) There are some units that the AI ​​never build during Skirmish, some like Grond, Explosive Mines, even some elite units, some are due to the requirements you need to build them while others are because they are not added to the code. Also, some important units that the AI ​​uses never use their most useful abilities like the "Rivendell Revelers" they are not even able to attack buildings, which generates a disadvantage. And I think it’s the same thing in Living world map, AI never build elite units.

 

12) It is quite common that after a certain time of attacking and defending, the AI ​​stops attacking and even sometimes stops building troops or buildings, so this disappoints you, if you like long matches. This happens more in Skirmish but sometimes in Living world too.

 

 

 

In General:

1) When you are playing Skirmish in a fortress-type and return to the Living world map, the units built during the skirmish match are never saved, which in many cases is not a pleasure (or good idea) to play maps because of this.

 

2) It seems to me but the Auto resolve of WotR, now with everything added by you in the mod, is not balanced at all, so, it is not good to choose this option to attack or to defend.

 

3) The units of the Inn are never saved, now with the new added system of Inns by regions, it would be important to fix this problem and allow these extra units to be saved at the end of the match in real time. As extra point I would like to suggest the idea of adding Inn units to the built barracks corresponding to the map they are built on in Living World of course, would be cool!.

 

4) There is no control or limit to build elite units in Living world, which means you can build many elite units and it generates disadvantage.

 

5) Music is never random, it is the same fragment over and over, even many times they are fragments of themes that do not correspond to the faction.

 

6) The WR faction is the faction with the most disadvantage in this modality, since you need Thranduil to provide armor and without him it becomes difficult to win, as well as some units that require a hero to build them (Like Faramir, Necromancer, etc. ).

 

7) I recommend implementing some strategy to use the unique ring not only playing Skirmish but keeping the hero with the ring in Living world, this would certainly be a unique plus in the mod over any.

 

8) I also recommend the implementation of a naval system in territories with coasts, would potentiate more units with skill and focus on this, such as Harad and Rivendell.

 

9) I highly recommend balancing or reducing the advantages that you have by conquering a certain number of territories, because, if you have too many, you are basically invincible due to so much advantage in general.

 

10) I recommend implementing a bonus system balanced by territory with focus on the faction you are playing, I mean, higher bonus if you play Harad and you have all the territories of Harad for example, or even more if you have the capital of your current faction, and at the end a bonus per region.

 

11) Very often, when you built Sauron, the background music (his theme music) gets stuck, and is never corrected, until the match is over.

 

 

For weeks I’ve been making these annexes that I think would help you a lot to have a record of things that can be improved or corrected that I consider important and useful.

Thanks for your time reading the post and your work on this, guys, I know you might be interested in this.

 

Looking forward to the latest version with the never seen rework of WotR!

Cheers.

 


Bugs and observations for Skirmish and WotR mode 7.1

16 September 2021 - 06:22 AM

Hi
I've been playing the mod for several weeks, and I'd like to start some bugs that I noticed from the mod related to WotR and playing Skirmish as well.
 
WotR:
Gondor: Forlong cannot be resurrected upon death in real time.
Rohan: Once again, the Helmingas Warriors unit has a bug when mounting and dismounting, once it occurred to me that I mounted them and they stuck, they could only move, and worse, they did it very slowly, nothing else happened. But this does not always happen, however for me this unit has always had bugs.
Rivendell: It seems that the buff from "Andúril, Flame of the West" has no effect on Aragorn.
Woodland Realm: This is not a bug, but I really need to repeat it, this faction has a big disadvantage with respect to the heavy armor upgrade, that only Thranduil can give heavy armor in this mode is a big disadvantage for obvious reasons.
Isengard and Dol Guldur: All heroes of these factions cannot be resurrected during the match if they die in that match in real time.
 
* All factions have a bug, related to limited heroic and semi-heroic units, the limit does not exist, which allows you to do without control the amount you want in living world, I also seem to remember you can recruiting Mounted Kingsguard in real time.
 
Postscript: Write some very useful observations and suggestions at this link:
 
Skirmish:
1) The AI ​​doesn't know what the hell to do with the ring in DG, the unit that caught the ring just stays near its city without doing anything else, it doesn't even leave the ring inside the fortress and I'm think with Isengard, the AI does not use Saruman of many colors correctly.
2) I have observed that factions like WR and Erebor are factions that even in Death match, the AI ​​is very easy to invade, I have played several games choosing many different factions, in all against all, Erebor always loses first, and it seems that WR is not as aggressive and strong as other factions, it does not seem to attack en masse.

Suggestings, Tips and Observations for WotR - 7.1

16 September 2021 - 04:35 AM

I have been playing the mod for several hours these weeks, and I would like to write a couple of observations & suggestings mainly related to WotR, I would like to start with the general dynamics of the game, some ideas could be very good to apply in the mod.
 
 
1) Bonuses related to the conquest and preservation of territories specifically related to the faction you are playing with:
This section seems to me the most interesting to comment on, now that there are many factions, and these factions include certain territories on the map, my suggestion is to give extra bonuses if you have all the conquered territories that are related to the faction you are playing at that moment, for example; If you decide to play with Gondor, and all the territories that comprise this faction you have already conquered, you will have bonus attack / defense / resources / extra units for free, etc ... You could even make a dynamic of "unlocking units", i mean, you can only use some units in real time as in Living World, if you only have a particular territory in your domain. This would create a greater challenge in the way of playing, and in particular it seems like a possible idea to program it (because you guys have already enabled and disabled units that require something in particular).
This idea would further the desire to conquer as well as protect what you already have, as well as broaden the culture in the canon about which territories were allies or close to a particular faction and ultimately give a perspective on "what if..." Haradwaith attacked the capital of rivedendell, the risks that it can have if it neglects any territory of his.
Applying this game mode would undoubtedly make the game much more "real" in the strategic sense, applying extra important bonuses for owning all the territories corresponding to the faction you currently are playing, is a very interesting idea, and of course, there will be factions that will have more and other less territories, it will be necessary to establish a balance in this. You could make the territories related to the faction, have as a special flashing color, or logos, to distinguish them with the main color of the player.
 
I propose extra bonuses in general (Real Time / Living World) as well as other additional bonuses, if the enemy attacks any territory related to your faction as well as if they directly attack your capital, for example; if mordor attacks gondor, it will be harder to attack Minas Tirith than Osgilliant (regardless of whether it is a fortress), because it is the capital itself and has "triple the bonus" for example when they attacking you this territory that belongs to you, gondor. The bonuses for having the capital would only apply if they attacking you in real time or in living world, but the bonuses for owning all the territories of the faction you play would apply in any game mode.
Even you could apply another way to create the hero leader of the faction, i mean, would be once you conquer all the territories of the faction, and this hero would appear in the capital then.
 
 
2) Bonuses related to territories as they are normally already established in the game:
These bonuses would apply equally as currently they are in the game, territories like Rovanion, Eriador, Rhun, etc, territories that include other territories themselves.
 
 
* Now that i am done with the bonuses, other dynamics of interest...
 
1) The preservation of structures and improvements that you make when playing in real time:
Here I admit that I do not know how possible this would be, because it would be that all the games you do on each map that you play, will be "saved" in real time, but without a doubt it is something that we would all love, not to start from 0 after making many things.
 
2) The conservation of the single ring only 1 time and permanently:
I think this idea was once suggested by me and others, it would be very cool if the ring appears when playing on any map in real time, but ... once you get it, the units that have the ring or the hero of the ring, can be permanently conserved from that moment, until it is stolen by the enemy. It would be much more interesting like that, so that you could take sauron / frodo / bilbo / etc to each battle (even replace some faction leader in the case of Sauron).
 
--------------------
 
1) I take the opportunity as well to comment on, other extra details related to AI. A rework for the AI ​​is very necessary for this modality, the AI ​​is often stupid and their movements sometimes make no sense at all, AI tend to destroy their fortresses and structures without any purpose and many times instead of attacking and defending, they just retreat. The AI ​​usually leaves its territories unprotected in the same way, without any unit in most of cases, basically the AI ​​prefers to continue conquering, ignoring whether it is protected against any attacks. In fact, I remember that the original AI at least attacked some territory as a group in more of cases than does in this mod.
 
2) This one that follows, corresponds to a failure/bug report, but I still attach it here; Heroes of Isengard and Dol Guldur, as well as in other factions such as Gondor (Forlong for example) cannot be revived in real time, their icons simply do not appear, this is a serious error.
 
3) It would also be quite good to add more territories with ports (more if you have planned to add new naval units in the latest updates) and can only move from to one port to another, if the territory has ships, and this move shouldn't be instantaneous if the distance is a lot (as it is currently).
Extra bonus for factions that have more experience in the naval (Haradwaith, Gondor, Rivendell), I don't know, ideas like these.
 
4) Something that WotR also fails in the mod, is its constant repetition of a single track of music, only one song is heard when playing, and it is repeated and repeated, it becomes annoying. (Bug Report)
 
5) Another idea would be to add more visual elements to the living world (eagles, fell beast, bats, etc.), add mumakils, moving ents, grimbeorn in the shape of a bear, etc., visually enlarge the map more.
 
6) Some powers of the power book of some factions, are somewhat or very irrelevant, for example "The Sons of Elrond", it is a totally useless power because heroes are created in Living World, not in real time, others like maybe they are something irrelevant in real time. A new power for Rivendell instead this, would be better
 
7) The Woodland Realm faction is the most affected in this mode, they do not have access to heavy armor, and this complicates too many many matches where you do not have Thranduil for it. I suggest that for WotR, heavy armor can be bought in the traditional way.
 
8) The units creation requirements that require the presence of a particular hero also greatly limit the strategies as in the case of Gondor and the Ithilien Rangers and Faramir, in almost all games you will not be able to have access to these units because Faramir would not be in many games in real time. Same case for Gothmog on Mordor.
 
9) This again is about a Bug, but I will add it because it is important; Normally I avoid playing against the AI when the map is about invading a fortress (Minas tirith, helms deep, dol guldur), the match can be incredibly long, but for the reason, the AI takes too long to give up (even if the AI It no longer has anything built) and to make matters worse, units that you create in many of those maps (Helms Deep and Gundabad, which are the ones I remember the most), are never preserved/saved, therefore it is a waste of time and effort.
 
10) As I mentioned in section 6, this point will be similar, I consider it a better idea to keep Aragorn (Elessar) as Hero leader and change the dead Oathbreakers power (as it is originally in the game) instead of the summon of Elessar, for WotR only, I think it would make the use of the faction more varied for this modality.
 
11) You guys have removed the ability to mount fell beast for the witch king (I suppose because of the bug), but would it be possible to add any other power to it? or ride a horse at least?.
 
12) It seems to me that you have already commented on this before, and you mentioned that it could not be corrected, it is about the initial positions with which the game places you, sometimes it places you close to the enemy. Here I add when the AI places a resource structure in the place where its fortress goes, or also when there are 2 or more AI players, both remain in the same place instead of expanding.
 
 
I appreciate your time in reading me and the consideration of these ideas to implement in the latest updates, I know it would greatly improve the dynamics of this modality.
 
Regards!