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    Middle Earth: Battle For Arda - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • 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.

            1 Reply Last reply Reply Quote 0
            • 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.

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              • 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."

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

                  Edit: it seems, I cannot delete a post so I edit it. My input here was flawed so no need to keep it 🙂

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

                    @Shorogyth Cerin Amroth is a forest, hill and settlement, giving a unit with poor tactics +3 defense. With your proposed modification the unit would get +1 base defense, but no further bonus from territory effects, if I understood that correctly.

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

                      @alkexr

                      Ahhh. Sorry, you are correct, this is something that I did not consider! I forgot that stacking bonus were additive. In Cerin Amroth, a poor unit would indeed only receive a +1 to their base stats if they are in a forest+hill+settlement territory if you simplify the matrix by shifting the base values.

                      I really should have caught that, particularly after you mentioned it in a post! You are correct, my simplification does not work towards your goals. That being said, your voice lines in the video from last year were quite good and doubling down on your ideas the only sensible simplification that is left using my original approach of getting rid of reducing the matrix would be this:

                      • Buffing stacked territory types (slightly simplified version):
                        ** Unit tag “poor tactics”: +1 bonus to defense in caves and settlements +1 attack in plains
                        ** Unit tag: “average tactics”: +1 bonus to defense for each territory type except plains in which they get +2 bonus to attack instead
                        ** Unit tag: “excellent tactics”: +2 bonus to defense for each territory type except plains in which they get +2 bonus to attack instead

                      fdb7d8c9-069c-4b82-9a7a-0bb35e1d058a-image.jpeg
                      (Green cells are values that are correctly reproduced by the simple explanation. Yellow one are not and would need terrain preferences to work.)

                      Anyhow, sorry again for missing the broken stacking bonuses.

                      1 Reply Last reply Reply Quote 0
                      • R Offline
                        rsnorunt
                        last edited by

                        Interesting video, and welcome back! I think the changes are interesting.

                        Regarding tactics I do think that having 5 levels is a lot. I think that @shorogyth 's system seems reasonable. I'd also pull the plains bonus out of the tactics system (call it "defensive tactics") and have a separate plains attack bonus. That way horses can have a bonus there, and rangers won't automatically be good attacking on plains. I know it's a third number, but I think it'll be less confusing than tactics being mostly defense bonuses but also one attack bonus.

                        Also, can you have more than a +-1bonus on some terrains? I feel like most flying units would need more than a -1 bonus on caves, especially because tactics give them bonuses.

                        I agree with the relentless issue. I think it's cool for some units to ignore your defensive terrain advantage, but they should be rare and therefore scary. Having basically all orcs be relentless is pretty silly and makes plains better for defense than cities.

                        Regarding unit abilities, I don't think rock paper scissors is necessarily bad, especially because not all factions are equally strong in each. If each faction has different strengths and weaknesses, it forces factions to collaborate more, and stops things from snowballing as much if one faction falls.

                        Eg Gondor would spam rangers because they have good defense bonuses and would kill the winged nazgul (thereby denying mordor's leadership), so you could send flanking cavalry from Rhun or harad to eliminate them. Elven archers were much stronger than the spearmen, but fell very quickly to wargs, which forced the elves to diversify more. In particular, Isengard had no ranged units, so Rohan's flank cavalry was especially dangerous since it would directly target the fires of orthanc, and so isengard had to spend a lot of effort screening its siege forces.

                        I think ranged support feels reasonable. I like all abilities that encourage using a variety of units. Eg the galadhrim archers are one of the most powerful units in the game, but they require you to buy the weaker elven spearmen to unlock their full value.

                        I like the change to charge, since before formation made those units a liability because you couldn't make them not charge. Eg the warg riders were essentially useless for angmar because of this and rohan suffered hard.

                        I do like the new ambush mechanic since it encourages more diversity in unit selection. I do think it should be allowed in cities though (that was the whole siege of osgilliath), and the fact that only a certain number of units can ambush will balance it. I'm not sure I like scouting as it is though. If scouting eliminates ambush, then you just need 1-2 units with scouting in your army and you're fine. And if those units are otherwise useful (eg rangers) then it makes ambushers useless. Maybe scouting should be like spearwall? Just decreasing the effectiveness of ambush so it's less good but still useful? So maybe barrow wights would have an ambush of 6, then eg warg scouts could have a scouting of 2, rangers 3, and wizards 6x2 or sth?

                        I feel like something missing in the game is some notion of hit and run tactics for cavalry. Cavalry is expensive and strong and excels at taking out small groups, but you often can't take advantage of this because if you do it exposes your cavalry to counterattack where they won't make up their PU values. Meanwhile air units can do this which gives angmar and mordor a big advantage. Maybe some cavalry could have an ability wherein they (and only they) can independently retreat after the first round of combat, even if there's a win? This still requires some thought, since if you don't have a win in your first round you have to decide if it's worth leaving your cavalry open to guarantee the win, and cavalry is still worse than flying units since they don't get the whole combat or a noncombat move. But it makes cavalry much more tactically interesting

                        Also a general thought, but I think rangers need to be a higher tier of ranged unit. They have excellent tactics, mountaineer, high movement, anti-flying, scouting, ambush, support, and maybe more. And given the lore this makes sense, but also in the lore they aren't common at all - the Dunedain are solitary and dying out. So I think buffing them and treating them more like weak creatures than elite infantry would make more sense. And then you could maybe have some weaker version for gondor representing Faramir's rangers which are just elite infantry

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