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    Middle Earth: Battle For Arda - Official Thread

    Maps & Mods
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    • alkexr
      alkexr @redrum last edited by 11 Jun 2018, 20:48

      @redrum

      doing a combination where each faction has some sort of unique ability/objective/etc would be cool (rather than lots of the bland objectives). So maybe one of them has the ability that they gain PUs by killing units, another has a large starting army, another has low production but has very cheap & cost-effective units, etc.

      I'm pretty sure it's Fallen Empire you are talking about 🙂

      redrum 1 Reply Last reply 11 Jun 2018, 20:50 Reply Quote 0
      • redrum
        redrum Admin @alkexr last edited by 11 Jun 2018, 20:50

        @alkexr Yeah, I do like a lot of your ideas for Fallen Empire. I think some of those as well as some from maps like Grand War, Civil War, Total World War, etc could help remove the objectives that LME has now.

        1 Reply Last reply Reply Quote 0
        • Hepps
          Hepps Moderators last edited by 12 Jun 2018, 16:26

          Might be kinda cool to play up some of the neutral territories a little more. Making your unique units more purposeful beyond their movement or combat abilities.

          Maybe make some of them triggered to switch sides if a certain unit enters... like say as some general off-the-cuff examples ....

          Say Isengard gets a Wizard to the territory of Trollshaws... then the Trolls join rather than having to be defeated.

          Or if the High Elves get a wizard to the Old Forest territory then the Huorn will join rather than having to be defeated.

          Or if the Woodland Realm has a Wizard in Rhosgobel it generate a War Elk or Rhosgobel rabbits.

          These are just suggestions.... but I think finding some interesting in-game bonuses outside of the traditional N.O. structure might add some interesting options to the game.

          1 Reply Last reply Reply Quote 1
          • Hepps
            Hepps Moderators last edited by 12 Jun 2018, 18:09

            One more suggestion...

            To make some more interest and give some flavour... and make the choice for Gondor less clear...

            0_1528826975017_Osgiliath suggestion.png

            alkexr 1 Reply Last reply 12 Jun 2018, 19:16 Reply Quote 1
            • alkexr
              alkexr @Hepps last edited by 12 Jun 2018, 19:16

              @hepps I'm no fan of changing the map at this point.

              Hepps alkexr 2 Replies Last reply 14 Jun 2018, 15:06 Reply Quote 1
              • Hepps
                Hepps Moderators @alkexr last edited by Hepps 12 Jun 2018, 22:59 12 Jun 2018, 19:24

                @alkexr Gotachya. Just thought it might be a nice balancing feature between the "if Osiliath falls the game is over for Godor" and a modified version where Gondror has to decide what to do depending on what is chosen to be done with Rohan and the battle for Isengard.

                The idea being that both Rohan and Gondor have to choose between North & East without it being a "all or not" situation.

                1 Reply Last reply Reply Quote 0
                • alkexr
                  alkexr @alkexr last edited by 14 Jun 2018, 15:06

                  @alkexr said in Large Middle Earth - official thread:

                  I'm no fan of changing the map at this point.

                  Yeah, that was two days ago. Today the entire East got reworked, along with several other map changes.


                  Question: should I merge Dale and Northmen into a new player called Northmen, with their capital being either Dale or Esgaroth?

                  From the perspective of the canon, the inhabitants of Dale (as well as Rhovanion) are techically Northmen. The current "Northmen" player represents the Eotheod (ancestors of the Rohirim, with their historical capital being Framsburg) and the kin of Beorn, likely of Northmen ancestry. As a united entity both the original and the proposed new "Northmen" player make about the same amount of (i.e. no) sense.

                  From the perspective of gameplay, this would give Good many strategic options, instead of "just don't lose your capital", which is currently more or less what they can make an admirable attempt of with their very limited amount of resources. In addition, having two players just slows the game down. They are also much closer to each other than the Dwarves or the High Elves are to themselves.

                  Hepps 1 Reply Last reply 15 Jun 2018, 16:59 Reply Quote 0
                  • alkexr
                    alkexr last edited by 14 Jun 2018, 19:53

                    Now the new map à la @Hepps ...

                    Before
                    0_1529005851940_rhunbefore.png

                    After
                    0_1529005871955_rhunafter.png

                    Obviously the relief map got completely screwed up as a consequence, so temporarily it's advisable to turn map details off.

                    Hepps 1 Reply Last reply 15 Jun 2018, 01:03 Reply Quote 1
                    • Hepps
                      Hepps Moderators @alkexr last edited by 15 Jun 2018, 01:03

                      @alkexr Thank god I hadn't finished the reliefs! 😃

                      1 Reply Last reply Reply Quote 0
                      • Hepps
                        Hepps Moderators @alkexr last edited by 15 Jun 2018, 16:59

                        @alkexr Interesting, merging the two is kind of a neat way to speed things up. How does it play out for turn order? Do they both go on Dale's turn? Or do they both go on North Men's turn?

                        alkexr 1 Reply Last reply 15 Jun 2018, 20:45 Reply Quote 0
                        • alkexr
                          alkexr @Hepps last edited by 15 Jun 2018, 20:45

                          @hepps Turn order is a good question. The current turn order felt cool years ago, but it must be a nightmare for PBF/PBEM. It would be most time-efficient if first all Evil players finished their turn, and Good players came after that (or the other way around), but that would just create more possibility for surreal 4-player canopeners. So I suggest the compromise that 2-4 players of the same side take their turn after one another, but always players that are far away. With generally Evil players coming earlier (it feels fair to give Evil the initiative, and also consider that they're about to lose 80 production due to changes which they'll have to make up for). Something like

                          Saruman
                          Angmar
                          Mordor

                          Arnor
                          Gondor
                          Northmen
                          Lorien

                          Orcs
                          Rhun

                          High Elves
                          Woodland Realm

                          Harad
                          Dol Guldur

                          Freefolk
                          Dwarves
                          Rohan

                          Local turn order on several interesting fronts would be:

                          • Mordor > Gondor > Harad > Rohan
                          • Saruman > Gondor, Lorien > Orcs > Rohan
                          • Angmar > Northmen > Rhun > Woodland Realm > Dol Guldur > Dwarves

                          So the other side usually gets a chance to spoil plans involving multiple players.

                          Also with this turn order, you would only have to wait for your opponent 3 times a turn instead of 7.

                          1 Reply Last reply Reply Quote 2
                          • M
                            mattbarnes @alkexr last edited by 16 Jun 2018, 16:15

                            @alkexr the problem with the High Elf sea movement was with a Caravel.

                            alkexr 1 Reply Last reply 17 Jun 2018, 13:57 Reply Quote 0
                            • alkexr
                              alkexr @mattbarnes last edited by 17 Jun 2018, 13:57

                              @mattbarnes Can you send a savegame? They are passable to me.

                              1 Reply Last reply Reply Quote 0
                              • Hepps
                                Hepps Moderators last edited by 17 Jun 2018, 21:42

                                @alkexr is this what you were thinking? Or leave as is?

                                0_1529271736388_Possible solution.png

                                alkexr 1 Reply Last reply 17 Jun 2018, 22:12 Reply Quote 0
                                • alkexr
                                  alkexr @Hepps last edited by 17 Jun 2018, 22:12

                                  @hepps Unfortunately there is no excuse in the canon that would enable two territories for Gundabad. So instead of adding new a new territory let's just reshape Mount Gundabad and the surrounding territoeies. I've also broken up the mountain to the right into two territories, because it was getting too large. (And it was oddly strategic as well.)

                                  0_1529272970975_2610478c-acf6-4dfb-8759-001d8878dcdf-image.png

                                  Hepps 1 Reply Last reply 17 Jun 2018, 22:16 Reply Quote 1
                                  • Hepps
                                    Hepps Moderators @alkexr last edited by 17 Jun 2018, 22:16

                                    @alkexr I'm easy... I am just trying to keep the momentum as I have like 3 territories left to do.

                                    If you have changes... speak now or forever hold your piece. 😃

                                    alkexr 1 Reply Last reply 17 Jun 2018, 22:21 Reply Quote 0
                                    • alkexr
                                      alkexr @Hepps last edited by 17 Jun 2018, 22:21

                                      @hepps You sure want to see the changes? I haven't decided yet, but there is the option to...

                                      Before:
                                      0_1529273853667_863d97c2-e532-43cc-bc2c-c8f7d585b113-image.png

                                      After:
                                      0_1529273870495_3c7104d8-f1bd-4244-a46f-0cc3436e9f10-image.png

                                      The idea is to make Rohan more resistant and especially their capital Edoras less exposed. So that I won't have to hold myself back when I'm placing the initial armies for Saruman 🙂

                                      But this would be a lot of work for you. Moving mountains and settlements and rivers and adding a marsh and a cave and stuff. More than the Rhun rework.

                                      Hepps 1 Reply Last reply 17 Jun 2018, 22:23 Reply Quote 0
                                      • Hepps
                                        Hepps Moderators @alkexr last edited by 17 Jun 2018, 22:23

                                        @alkexr Your map your rules... just do what you need to do for the game.

                                        The changes are easily made so long as they don't come after I am done.

                                        alkexr 1 Reply Last reply 17 Jun 2018, 22:52 Reply Quote 1
                                        • alkexr
                                          alkexr @Hepps last edited by 17 Jun 2018, 22:52

                                          @hepps

                                          Your map your rules...

                                          It's your work and your time. But do it, then, lest I regret not having done it.

                                          Territory effects in purple. The very rough course of rivers in blue. Nothing outside the red line. The settlement "Erech" got moved to the south to give space for the fort of Dunharrow (hills+settlement) and the Glittering caves (cave+settlement).

                                          0_1529274940126_b151eb65-c427-449d-978a-aeef5a7f154a-image.png

                                          One last tiny change for a friend of mine who wanted a strategic option for Harad, namely to enter Mordor from the far east (Mordor is open from that side off-map). So I'll just make the mountain shorter to allow a territory connection.

                                          Before:
                                          0_1529275625988_01736f77-8247-49dd-a8cd-c1f814f16c75-image.png

                                          After:
                                          0_1529275650630_a018be3a-2636-4bea-95c2-c72a9b7cd887-image.png

                                          No more map changes. But alas, the hour has grown late. Continuing work tomorrow.

                                          1 Reply Last reply Reply Quote 1
                                          • Hepps
                                            Hepps Moderators last edited by 17 Jun 2018, 22:56

                                            @alkexr One other thing... If Hornburg is its own territory... wouldn 't that technically mean that Helms Deep is actually caves?

                                            alkexr 1 Reply Last reply 17 Jun 2018, 23:00 Reply Quote 0
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