Middle Earth: Battle For Arda - Official Thread
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hey, again thx for all your work for this beautiful map. I make some noise in the lobby for the map since 2 weeks. more players starting games now.
i have 3 points rigth now:1st) Is it good to let non-mountain units be produced at a mountain? i wonder if its meant this way. E.G. mordor can produce catapult in Durthang
2nd) i think antiairfire all rounds weakens air a lot. When you attack bigger stacks with antiairunits your air better stays at home. I think antiair should be weaker in hit points or dont fire every round.
3rd) there are some differences between the description of a unit and the real ability. E.G. dwarven axethrower..notes say 2/3/3
battlecalc says in a non effect ter. attack is 6. May be i missunderstood, still learning...epi
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@epinikion said in Large Middle Earth - official thread:
2nd) i think antiairfire all rounds weakens air a lot. When you attack bigger stacks with antiairunits your air better stays at home. I think antiair should be weaker in hit points or dont fire every round.
AA will be made slightly weaker (2 to 3 power for most units instead of 3 to 4). I won't make them much weaker, because if you bring your air units even if your opponent has a large stack of archers, then what is the point of aa fire?
3rd) there are some differences between the description of a unit and the real ability. E.G. dwarven axethrower..notes say 2/3/3
battlecalc says in a non effect ter. attack is 6.Yes, you are right, this is a known bug, already fixed in the latest development version.
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hey alkexr,
- the sligthly reduced antiairpower sounds fair.
- Will a new download for users be available soon?
- Do you play the map online?
thx, epi
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@alkexr Ah I noticed several incongruences with the tooltips as well. That is pretty important to correct, as it really doesn't help when you are learning the map.
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@epinikion said in Large Middle Earth - official thread:
Will a new download for users be available soon?
Yes, very soon.
Do you play the map online?
Haven't yet played it online, but I will definitely want a game or two during the balancing period. Not this month though, I'll be busy.
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Once the new version is released, I'm glad to get a PBF/PBEM game going with anyone that is interested.
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@redrum Is there any way to set a pre-release version as minimum version for the map?
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@alkexr No. Actually, that was also bugged in that would accept only the first 3 digit, not 4 as pos2 said, and I reported that, but I don't know if that was corrected. Anyways surely not 5th digit unless missing something recent.
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@cernel So there is practically no way of releasing any new version in the map repository without breaking the map for evreyone who happens not to be using the latest prerelease. In that case I'll post releases here in this thread.
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@alkexr Correct, and it is so since a while. As I said, it was actually so since 1.8.0.0, since the 4th digit was bugged, so we are talking more than 3 years? Anyways, I cannot be 100% sure, so you need a developer to confirm / deny. Maybe open an issue in GitHub.
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@alkexr It's not a big deal anyway. What that thing does (did) is removing the game from the list of people having the old engine, while now they will just fail to play it if choosing. Probably you would be meant to hold off till it is supported by the stable release either ways, but I think that you can go on keeping it updated and expecting people to download the prerelease (I would actually advise this, as least confusing way (this is also what I believe @Frostion does)).
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@cernel @alkexr Yea, I uploaded a new version of Iron War that only works with pre-release. But I actually think I shouldn't have. I will soon upload a new version, still only for pre-release, but I will change map category back to experimental. I think that way we can avoid confusion and players are "warned" about the map not working (even if it actually does
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Thoughts? -
@frostion We should have a separate "development" map category for this. Maps in this category would automatically download a branch named development instead of the master, and they should be in a permanent state of being out of date (so you don't have to constantly update triplea-maps.yaml). This way you could have both a stable and an unstable version downloadable.
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@alkexr One of the things you can do is to a BIG BOLD WARNING at the top of your notes with a link to the pre-release of the minimum engine version your map needs to function. If you then bundle both XMLs (Stable compatible version and your new one) in the same down load... people can play either version.
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@hepps said in Large Middle Earth - official thread:
If you then bunble both XMLs in the same down load... people can play either version.
There are way too many changes to simply make an "old" xml.
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There are way too many changes to simply make an "old" xml.
Well... maaaybe not. But that's a decision for the future, I think.
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@alkexr OH RIGHT WE CHANGED THE MAP!!! NVM
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@hepps Yeah, that was my first thought, but that doesn't actually matter because I could just track down everything not-stable-compatible in the xml and replace them with a stable-compatible thing to some similar effect.
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So in this particular case, you could probably even argue due the map completely changing that this is really a LME 2.0 and could even be a new repo and download.
As Cernel mentioned, it would be better if additional version numbers were handled in the minimum version field. Generally, I'd like to get to a point where we have a stable engine release every 3 months so any map updates that need new engine features aren't waiting a long time and any testing of those new map versions could just be done through manual downloads until the stable is released. We've had challenges on getting enough pre-release testers to make that a reality so any help is appreciated.
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@redrum said in Large Middle Earth - official thread:
We've had challenges on getting enough pre-release testers to make that a reality so any help is appreciated.
At the moment I'm way too busy. I'll see how much time and energy I'll have for that.
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