Middle Earth: Battle For Arda - Official Thread
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@thedog said in Large Middle Earth - official thread:
wainrider_chieftain11
helming_warrior 8Dude! Try sending in 8 wainrider chieftains (88 PUs) against 22 helming warriors (2x 88PUs)! And then you are not even using the 8 leadership of the wainrider chieftains!
Wainrider chieftains have
- 6 attack
- 3 defense
- 10 charge
- 2 armor
- 8 leadership
This amounts to a total potential combat effect of 29, of which only 9 is the raw attack / defense! The rest you're ignoring!
But ok, then, here is roughly my line of reasoning. I don't remember the exact formula, but it was something very similar.
First, we calculate the normalized combat effect. This is the sum of
- 50% of the attack power (halved because attack-only)
- 50% of the defense power (halved because defense-only)
- 50% of the charge (halved because attack only; it only fires in the first battle round and it can't always be used, but targets are common enough that it is counterbalanced by being a first strike)
- 70% of the flank (not 100% because targets are not common)
- 80% of the leadership (not 100% because you only get the total effect in large armies)
- 90% of the terror (similar to leadership, but malus to enemy is better than equivalent bonus to you)
- 120% of the armor (again, malus is better than bonus)
- 80% of the shield (ranged units are much rarer than melee)
- 10% of formation (soo very situational)
- 20% of antiair (targets are rare, but they are an effective deterrent)
- X% of the abilities I missed
Then we add
- 40% of the normalized combat effect we calculated above
- +4 per siege roll
- +8 for 2 hit, +16 for 3 hit
- +3 just for existing and having a hitpoint
- +1 for having a favourable terrain preference category
We further modify this by
- +15% if unit has 3 movement
- +25% if unit has 4 movement
- +10% if unit is mountaineer
Aaand then you get a value that seems very reasonable with the battle calculator but is quite off when you start to actually play.
So here is how the balancing is going to go. If there are units that people are abusing the hell out of (and winning), then those will be nerfed. If there are units which no one is buying, then those will be given some love. We simply have no hope of actually finding a balance - but we don't have to. So long as players, playing to the best of their knowledge, see interesting strategic choices, we can call it balanced.
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@cernel
I have been testing using the FastAI for all players, is it the most appropriate AI for repetitive testing?My first objective for many reiterations has been no major capital to fall before turn 10, again is this a suitable objective?
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@thedog Not really sure that testing with the AI would produce any usable results. Given that many of the things going on within this map would be incomprehensible to the AI.
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@thedog The Fast AI will perform very poorly on this map because of all the complex units (targeted attacks and support). You really need to use Hard AI to probably get anything within reason even. But player vs player testing will be key either way. And some of the small nations can probably lose their capital before turn 10.
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@thedog said in Large Middle Earth - official thread:
I have been testing using the FastAI for all players, is it the most appropriate AI for repetitive testing?
My first objective for many reiterations has been no major capital to fall before turn 10, again is this a suitable objective?I have already ran many hands-off AI games, and they slowly but steadily revealed how irrelevant they were with respect to balance.
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@alkexr I believe the AI should handle most of the features in this map. Balancing large & complex maps to any reasonable degree will always need player vs player games though. If you notice particularly poor AI behaviors, let me know.
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@redrum said in Large Middle Earth - official thread:
I believe the AI should handle most of the features in this map.
There are ways in which a player can abuse the AI's lack of understanding, e.g. countering its units without the AI realizing, or that the AI only uses siege accidentally, so building walls on places you want to defend for longer periods is a no-brainer. But it's tactically competent and does pull off some impressive operations sometimes.
If you notice particularly poor AI behaviors, let me know.
Well I did notice for example (not map-specific) that Hard AI is more likely to take a territory if it's defended than if it's not. I understand how this behaviour can be effective in cases, but on this map it really hurts the mobility of the AI (with armies moving 2+, controlling territories of whatever little value can extend the range of threat/pressure of a main force, or simply limit the options of the enemy). Because on this map advantage in mobility is worth more than one cheap unit. (Of course, on maps with small stacks this might not be the case.)
This is especially weird in cases like Age of Tribes, where sometimes the AI decides to stay in their capital and not conquer anything ever.
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Release draws near...
Planned name: Middle Earth: The Battle For Arda
Endorsed acronym: TBFAI also plan to create a new repo for it, since
- it requires relatively recent prerelease, and as such people updating the old map could get stuck with an incompatible version
- it's been massively changed since old LME
- large_middle_earth being the folder name would make no sense anymore
- then we can keep the old version as a deterrent
Planned repo (and folder) name simply: the_battle_for_arda
Release date: whithin a weekWill likely not contain
- placements hand-picked for every single territory (it will happen eventually)
- PU placement
- awesome unit charts by @Hepps (the "unit help" menu and the auto-generated tooltips are reasonably good, so don't worry)
- finalized game notes (it will come with adequate game notes, I hope)
- balance
Waiting for feedback on all the points above and people willing to play games against me.
Rules:
- PBF (never played PBF, might need some help setting it up)
- I accept at most 6 games at a time
- If I already have 4 games with the same side, I insist on choosing the other side. Otherwise, you choose side.
- Low Luck and Low Luck for AA ON (edited, as LL is apparently working)
- Free For All OFF, obviously
- Mountains restrict movement ON (It's an entirely different game without this, and not one that is relevant to balance)
- Fortification protects against targeted attacks ON (even more so)
- Units repair hits start/end turn (one or the other; not neither, not both); All units Blitz; Unlimited unique units; Buildable fortress; Sea units: you choose
- I answer any questions regarding game mechanics to the best of my knowledge.
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@alkexr Sign me up. Can help you setup PBF if needed.
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@alkexr The rules look good though the one thing you might want to consider is "LL on" as when initially balancing a map, I think that helps reduce the variability.
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@redrum Wow! Low Luck AA got fixed? POS2 xml threatened me with errors if something doesn't divide into something else. Now I tested and everything seems to be working fine.
Okay, then, I think LL is reasonable. -
@alkexr Yeah, I put in what I believe was the fix for LL AA. Though it hasn't been tested that much so this would probably be a good opportunity to test it out

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@alkexr Renamed. I think you have the first map ever with a trailer!
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@alkexr said in Middle Earth: The Battle For Arda - official thread:
Shouldn't we rename this thread to reflect name change?
Are regular users unable to rename their own thread?
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@alkexr Cool trailer but I would have it full HD quality (it says its 480p max), remove the "Stunning visual design" comment, as I'd let the images speak for themselves, and "tactical" should be changed to "strategic", because tactics are like in those games where you command your units on the battlefield and decide what to engage (instead of rolling dice and picking casualties, like in TA).
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@cernel Yeah, that's the best quality I could squeeze out of the free slideshow editor I'd just googled. Imagine the worst one

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@alkexr not sure what of the following would be more consistent:
Middle Earth: The Battle For Arda
Middle Earth: the Battle for Arda
Middle Earth: the battle for ArdaI would go for the second one, since "The Lord of the Rings" is not written as "The Lord Of The Rings".
Of course, I assume that "Battle" is merely figurative, as I assume that was a war or at least a campaign (with several battles), which is fine, as it is commonly used this way also in WWII (for example, the "Battle of the Atlantic", that is strictly not a battle, but a campaign, with a lot of battles).Maybe off topic, but @redrum @LaFayette how about to rename the current LOTR game as "Middle Earth: the Lord of the Rings" or "Middle Earth: The Lord Of The Rings" instead of "Lord of the Rings: Middle Earth"?
It would be good if all games set in "Middle Earth" (currently, 2 maps) stay one beside the other, both in game selection and in lobby, like you have the various "World War II etc.".
Opinions?
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Middle Earth: The Battle For Arda (The F in "For" needs to be lowercase.)
Middle Earth: the Battle for Arda ("the" needs to be uppercase since an : sign is treated as a . (with few exceptions of course))
Middle Earth: the battle for Arda (same problem, as well as the b in "battle". It needs to be uppercase.)I would recommend the name
"Middle Earth: Battle for Arda" (BFA?)
thereby removing "the" and shortening the title. It seems to me that this word is redundant, just as the titles Lord of the Rings: War in the North and Middle Earth: Shadow of War also can live without it.I'm looking forward to a release

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