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    Middle Earth: Battle For Arda - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • S Offline
      Shorogyth @alkexr
      last edited by

      @alkexr Thanks for the update and the dev diary in particular. Map looks great!

      You might be thinking of this thread concerning the new requirements for the maps:
      https://forums.triplea-game.org/topic/4177/2-7-system-updates-support-server-nginx-obsoletes-triplea_maps-yml-and-lobby_server-yaml/10

      1 Reply Last reply Reply Quote 0
      • M Offline
        mortetvie Lobby Moderators @alkexr
        last edited by

        @alkexr

        If the intent is for each unit to have a certain set of "terrain preferences" apply, and the "tactics" section is to describe how good a unit is in a certain terrain, perhaps the term "proficiency" or "terrain proficiency" would be better suited since that table reflects the proficiency of a particular unit in any type of terrain?

        Just my thoughts.

        1 Reply Last reply Reply Quote 0
        • S Offline
          Shorogyth @alkexr
          last edited by Shorogyth

          @alkexr

          Some thoughts on your "Tactics" table. It is a good approach but I have some simplifications for your math that do not change anything about the balance but make it a lot more digestible/transparent.

          First the most important aspect: the table should not have 1 as the standard entry. It absolutely needs to be 0. The value of the unit itself (seen when you purchase it) should be roughly correct and the table should be at 0 instead of 1 for most entries. So all units get +1 for their corresponding baseline stat instead. Then river modifiers change to -1 and the others change to +1 for individual rows.

          Almost as important: "Excellent" units get +2 almost everywhere. So their baseline stat(s) should just be increased by +1 and their "Tactics" bonuses reduced by -1 (in comparison to their current state) to +1 and 0 for rivers instead. Which would bring an additional advantage: "Excellent" units would be exactly in line with "Poor" units, eliminating them from the table!

          Almost as important as well (because it has the same advantages): "Primitive" is identical with "Good" just shifted down by one. I would reduce the values for "Primitive" units by 1 for their corresponding baseline stat(s) (same reasoning as with excellent). This brings them in line with "good" units, gives them more appropriate baseline stats and eliminates the (most complex) category as well!

          These simplifications leave you with three very simple categories: The only modifiers left are:

          • Specialized units (formerly "Poor" and "Excellent) get -1 for Rivers
          • Average units get +1 for Caves
          • Versatile units (formerly "Primitive" and "Good") get +1 for Caves, Plains and Settlements
            This is MUCH easier to digest and creates much better/more appropriate baseline stats for the units. Calling it "specialized" (or "focused" or something like that) and "versatile" eliminates the intuition that "better" units should be the one getting the bonuses.

          If I understand correctly, the "tactics" table and the the "terrain preference" table are the same thing just differentiated between common modifiers and uncommon (individual) modifiers. That is fine, of course, but maybe "Tactics (shared modifiers)" would be a clearer headline (this is highly subjective...). The text could reference that there a individual modifiers as well.

          Is open fields the better terrain for good and excellent units on purpose? As good as a settlement?

          IF you are not going with the simplifications layed out above (you should at least try and to tests with it...)

          • The original thought is/was "cheaper units should not be scaling as good as expensive units" and that led to the creation of shared modifiers/tactics. I would argue that the name of the table should reflect this logic. A troll does not employ clever "tactics" but it might bring "Versatility" because of its raw strength/power. So "Versatility" or "Versatility (shared modifiers)" would be clearer. Maybe even straight up something like "Units Power Levels".
          • The wording is quite good (easy for all the non-native speakers). I do think "primitive" is a bit of an outlier. It does not work with "versatility" at all and it does wrong for "tactics". Primitive tactics are not necesarily wrong, they could potentially be the very best tactic possible. Overpowering an enemy by attacking all-out is often the best course of action (as is running away). Poor tactics are bad and poorly chosen. I would like this scale more: Poor - Simple - Average - Good - Excellent. It takes out the unclear meaning of primitive.
          • The order in the tactics table is a bit broken.
          • -> Rivers should be first (or last but then everything else would need to switch order as well).
          • -> Caves should be last.
          • -> Forests and Marshes should be part of the Mountains-and-Hills column.
          • -> Open Fields and Settlements should be the same box/column.
          Paolo CarreraP 1 Reply Last reply Reply Quote 1
          • Paolo CarreraP Offline
            Paolo Carrera @Shorogyth
            last edited by

            @shorogyth
            Hi all!
            I'm playing two nations (Dwarves and Northern) against IA (mixed easy and fast). First 10 turns: could someone tell me why Wood Elves and Harad AI neither purchase nor move any unit?

            Tnx.
            p.

            TheDogT 1 Reply Last reply Reply Quote 1
            • TheDogT Offline
              TheDog @Paolo Carrera
              last edited by

              @paolo-carrera
              I have never used/tried EasyAI but that might your issue?
              In short dont use it use Hard or Fast.

              https://forums.triplea-game.org/tags/thedog
              https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

              Paolo CarreraP 2 Replies Last reply Reply Quote 1
              • Paolo CarreraP Offline
                Paolo Carrera @TheDog
                last edited by Paolo Carrera

                @thedog
                Thanks. I supposed so

                [EDIT]:
                just confirmed. I have set Fast IA for all, WoodElves and Harad started to play. Other powers set on Easy IA played properly til now.

                1 Reply Last reply Reply Quote 1
                • Paolo CarreraP Offline
                  Paolo Carrera @TheDog
                  last edited by Paolo Carrera

                  @thedog
                  [EDIT]: I don't know if this is the right 3d to post this.
                  I'm playing with all powers on FastIA and it seems Harad totally disregard a sea invasion of Gondor from south hitting Tolfalas and Belfalas for example. That could weaken the significant land forces superiority (imho) of Gondor over Mordor and rebalance that area.
                  They keep instead from the start of the game the entire fleet at bay without moving or loading units.
                  There is a in-game specific reason for that? It's only a matter to set an HardIA?
                  p.s. I'm new of TripleA, I've played in solo only few maps before Battle of Arda, but in my opinion this is a great map (detailed and done by a passionate of JRRT) and scenario of Middle Earth.
                  Tnx.

                  TheDogT 1 Reply Last reply Reply Quote 0
                  • TheDogT Offline
                    TheDog @Paolo Carrera
                    last edited by

                    @paolo-carrera
                    Yes this the correct place to post, map specific issues.

                    This is not my map so this could be misleading, check you have not changed the map options, its default should be as below
                    ca6e682d-9710-4953-b447-19a7658cfa45-image.png

                    Note the Sea Units ticked.

                    Having said the above, sometimes the AI decides not to use ships much, this could be one of those occasions.

                    HardAI does play better than FastAI, but at a cost of a slower turn.

                    https://forums.triplea-game.org/tags/thedog
                    https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                    Paolo CarreraP 1 Reply Last reply Reply Quote 1
                    • Paolo CarreraP Offline
                      Paolo Carrera @TheDog
                      last edited by Paolo Carrera

                      @thedog
                      Ok. Yes, Sea Unit option was already checked.
                      So it seems only a strategical choice of IA.
                      I've forced Harad sea attack manually for a couple of turns against the Good (me) :beaming_face_with_smiling_eyes:

                      1 Reply Last reply Reply Quote 1
                      • alkexrA Offline
                        alkexr
                        last edited by

                        Hi everyone! I forgot to post it here, but there is a new video where I talk about upcoming changes, mostly to unit abilities. Some abilities were removed, some are now affected by territory effects, and there are also some entirely new abilities, too.

                        "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                        S M 2 Replies Last reply Reply Quote 1
                        • S Offline
                          Shorogyth @alkexr
                          last edited by

                          Hi @alkexr, thanks for the update!

                          Hope things are going well for you and you can spend a bit of time on the map 🙂

                          One question on the removal of mechanical variety. You are planning to remove flanking vs ranged but you want to introduce/keep/adapt charge vs. spearwall. This seems a little weird to me. I think I understand where you are coming from but charge is very similar to flanking in that it's mechanically different but not strategically (in your sense of the word).

                          "Ambush" seems like an interesting idea to add a strategic option. It seems to be delivering what you want to achieve. "Scouting" on the other hand has the problem that there is no upside to it. It is purely a reaction while ambush has no downside. (And please don't buff the elven rangers even more by giving them another ability, they are already arguably the best unit in your map.)

                          Retreating heroes might work well. I don't think it will make bringing a mage or a balrog the right move but it can make it less of a bad investement (in particular if the balrog can finally affect the foes it will actually be fighting). If dragons can retreat like submarines, though, they will be way too strong/unkillable imho.

                          The changes to charge seem a mixed bag. I might be thin ice to comment without having seen/tested the prototyp but ithe new charge seems overly complicated for a mechanic that was very weak and easy to counter in the past (the targeted attack against them meant "charge" was a liability and it was better not to build chargers at all in many circumstances). The new charge is a lot stronger just by not making formation/spearwall a targeted attack (excellent change) but the rest seems very hard to keep in mind/consider when doing some rough calculations. It just does not seem to add much in terms of depth to balance it out.

                          Siege was/is an excellent ability from a mechanical point of view imho. I would not make it weaker in caves and so on. It just adds complexity without much benefit. It seems this is targeting very niche scenarios or no scenarios at all.

                          I hope you had a chance to look at my explanation on how to simplify the user interface/nomenclature for terrain effect and "tactic" modifiers without loosing any functionality. Some house keeping would really help on that front.

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                          • M Offline
                            mortetvie Lobby Moderators @alkexr
                            last edited by

                            @alkexr I primarily play evil on the map. Currently, it seems to have too much of an advantage because of the multi-hit units and more units than in prior version. I suppose some balance changes are coming?

                            Also, do ranged units still do a hit on flying units like they used to? If so, I think keeping flank is a must because that is pretty much one of the main strategies for evil to counter massed archers responding to flying nazgul/dragons. Also, having cheap goblin archers in a stack is probably one of evil's best ways to deal with eagle spam.

                            1 Reply Last reply Reply Quote 0
                            • alkexrA Offline
                              alkexr
                              last edited by

                              @shorogyth Your solution to territory effects is certainly simpler and it would work fine if every territory had exactly one territory effect, but it's important that territories with multiple effects stacked (i.e. Caras Galadhon) should be easier to defend. Also I can't incorporate these bonuses into the baseline stats, because the plains bonus is attack only, while the rest are defense only. A 4/4 unit with excellent tactics acts as a 6/4 on plains and 4/6 on hills, I could technically make it a 5/5 but then the territory effects would need to be +1/-1 and -1/+1 and that's hardly a simplification. Maybe versatility is a better name than tactics though.

                              I admit the strategic role of charge is not very unique, it's essentially just "very good at attacking on plains, with a twist". But if I see my opponent buy charging units, I'm not worried for my cities, I'm worried that I'll be forced to retreat from open terrain and keep my army behind the lines because exposing them is a death sentence. I know what to be worried about, so my opponent has made a strategic choice.

                              Dragons can't evade, but the winged nazgul can, and yes, they are very scary.

                              As for complicated calculations, the battle calculator will do that for you if you need the exact numbers, but most of the time simple heuristics are enough. Charge is very good in plains, less so in hills or if there is a river etc., you don't need to memorize the every single number.

                              @mortetvie Anti-air attacks are still a thing. The balance obviously went out the window a long time ago, pretty much every unit will need to be rebalanced. There will also be quite a few new units, while some others will be retired. In general, it's too early to worry about balance at this stage.

                              "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

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