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    Middle Earth: Battle For Arda - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • alkexrA Offline
      alkexr @mattbarnes
      last edited by

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

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

      1 Reply Last reply Reply Quote 0
      • HeppsH Offline
        Hepps Moderators
        last edited by

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

        0_1529271736388_Possible solution.png

        "A joyous heart sours with the burden of expectation"
        Hepster

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

          @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

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

          HeppsH 1 Reply Last reply Reply Quote 1
          • HeppsH Offline
            Hepps Moderators @alkexr
            last edited by

            @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. 😃

            "A joyous heart sours with the burden of expectation"
            Hepster

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

              @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.

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

              HeppsH 1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Moderators @alkexr
                last edited by

                @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.

                "A joyous heart sours with the burden of expectation"
                Hepster

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

                  @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.

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

                  1 Reply Last reply Reply Quote 1
                  • HeppsH Offline
                    Hepps Moderators
                    last edited by

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

                    "A joyous heart sours with the burden of expectation"
                    Hepster

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

                      @hepps Helms Deep is... I'm not sure about the term, but I think it's a ravine, a deep, narrow valley. Hornburg blocks the entrance to the Valley. And the Glittering Caves open from Helms Deep, those are the caves.

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

                      HeppsH 1 Reply Last reply Reply Quote 0
                      • HeppsH Offline
                        Hepps Moderators @alkexr
                        last edited by

                        @alkexr I saw. My post and your revision post landed on the forum at the very same moment.

                        "A joyous heart sours with the burden of expectation"
                        Hepster

                        1 Reply Last reply Reply Quote 0
                        • HeppsH Offline
                          Hepps Moderators
                          last edited by Hepps

                          Well here is a little preview minus some of the finishing touches....

                          0_1529278379959_Hournburg the preview.png

                          Whatever late hour changes Ilúvatar deems necessary will of course shape the world of Elves, Dwarves and Men.

                          'For Ilúvatar (known in common tongue as @alkexr )is the Lord for Always who dwells beyond the world; who made it and is not of it nor in it, but loves it.'

                          "A joyous heart sours with the burden of expectation"
                          Hepster

                          alkexrA 1 Reply Last reply Reply Quote 2
                          • alkexrA Offline
                            alkexr @Hepps
                            last edited by

                            @hepps "And he showed to them a vision, and they saw a new World made visible before them [...] And as they looked and wondered this World began to unfold its history, and it seemed to them that it lived and grew. [...] Ilúvatar said again: [...] each of you shall find contained herein, amid the design that I set before you, all those things which [...] he himself devised or added. And thou [...] wilt perceive that they are [...] a part of [...] its glory."

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

                            1 Reply Last reply Reply Quote 1
                            • HeppsH Offline
                              Hepps Moderators
                              last edited by

                              The source of all things foul...

                              0_1529325139702_Barad Dur.png

                              "A joyous heart sours with the burden of expectation"
                              Hepster

                              1 Reply Last reply Reply Quote 4
                              • alkexrA Offline
                                alkexr
                                last edited by

                                While the relief map is being done, I'm working on some less spectacular stuff. After the territory effects rework, now units will be reworked. (At the same time, the game xml is going to be integrated with TagX, at least partially.)

                                First of all, a new ability will be added: shield is the equivalent of armor, except it works against ranged units, as opposed to armor which works against melee units.

                                Second, "axe cavalry" and similarly uncreative units are going to be replaced with more immersive ones. To this end all players will get more unique units, and generic units will become less prevalent.

                                Northmen already have their new unit set (as well as new color):
                                0_1529526331508_ecb75980-b7ae-4155-9cae-420b4a0cc8e7-image.png
                                Sorry for the map graphics, everything got screwed up with the map changes, so I'm now stuck with this sh... stuck with whatever this is.

                                0_1529526465016_6956273f-b8f2-41a7-81cd-f127479a6380-image.png

                                The five new units are:

                                • beorning warrior: 5 PUs, moves 2, 4 attack, 2 defense, 1 shield, has mountainwalk
                                • woodman: 5 PUs, moves 2, 1 attack, 3 defense, 4 antiair, 2 ranged bonus, forest dweller
                                • barding infantry: 7 PUs, moves 2, 3 attack, 4 defense, 2 formation, 2 armor, 2 shield
                                • raider: 5 PUs, moves 2, 4 attack, 1 defense, 2 flank, raider
                                • eotheod cavalry: 7 PUs, moves 4, 4 attack, 4 defense, 6 charge

                                "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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                                • alkexrA Offline
                                  alkexr
                                  last edited by

                                  Development news

                                  Cave dweller was a bit underwhelming, as being a "creature" as opposed to heavy infantry gave you more bonus in a cave than being cave dweller, and caves are rather rare anyway. Now it gives +2 attack and defense instead of +1. Forest dweller has a similar problem, but there are more forest territories, so I'm still thinking about that.

                                  For mapmakers

                                  TagX has a new feature: it can do set operations. ˇ is "or", or join; ^ is "and", or intersection, ~ is "and not", or set difference / except.

                                  What this means is that now territory effects are done. Once and for all. No matter how many new units I add, I won't even have to touch territory effects, they will be implemented automagically. Heck, it can even handle fortification units with raider ability, lest I should decide to go full retard.

                                  This is just to demonstrate the full power of the dark side TagX.

                                  <attachment name="territoryEffectAttachment" attachTo="settlement" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect">
                                  		<option name="combatOffenseEffect" value="@((infantry^melee)~(armor1ˇarmor2ˇarmor3))~raider@" count="0"/>
                                  		<option name="combatDefenseEffect" value="@((infantry^melee)~(armor1ˇarmor2ˇarmor3))~garrison@" count="1"/>
                                  		<option name="combatOffenseEffect" value="@(infantry^melee)^(armor1ˇarmor2ˇarmor3)~raider@" count="1"/>
                                  		<option name="combatDefenseEffect" value="@(infantry^melee)^(armor1ˇarmor2ˇarmor3)~garrison@" count="2"/>
                                  		<option name="combatOffenseEffect" value="@(ranged^infantry)~raider@" count="0"/>
                                  		<option name="combatDefenseEffect" value="@(ranged^infantry)~garrison@" count="3"/>
                                  		<option name="combatOffenseEffect" value="@cavalry~raider@" count="-2"/>
                                  		<option name="combatDefenseEffect" value="@cavalry~garrison@" count="-1"/>
                                  		<option name="combatOffenseEffect" value="@creature~raider@" count="-1"/>
                                  		<option name="combatDefenseEffect" value="@creature~garrison@" count="-1"/>
                                  		<option name="combatOffenseEffect" value="@flying~raider@" count="-1"/>
                                  		<option name="combatDefenseEffect" value="@flying~garrison@" count="-1"/>
                                  		<option name="combatOffenseEffect" value="@fortification~raider@" count="0"/>
                                  		<option name="combatDefenseEffect" value="@fortification~garrison@" count="1"/>
                                  		<option name="combatOffenseEffect" value="@noneˇraider^((infantry^melee)~(armor1ˇarmor2ˇarmor3))@" count="2"/>
                                  		<option name="combatDefenseEffect" value="@noneˇgarrison^((infantry^melee)~(armor1ˇarmor2ˇarmor3))@" count="3"/>
                                  		<option name="combatOffenseEffect" value="@noneˇraider^(infantry^melee)^(armor1ˇarmor2ˇarmor3)@" count="3"/>
                                  		<option name="combatDefenseEffect" value="@noneˇgarrison^(infantry^melee)^(armor1ˇarmor2ˇarmor3)@" count="4"/>
                                  		<option name="combatOffenseEffect" value="@noneˇraider^(ranged^infantry)@" count="2"/>
                                  		<option name="combatDefenseEffect" value="@noneˇgarrison^(ranged^infantry)@" count="5"/>
                                  		<option name="combatOffenseEffect" value="@noneˇraider^cavalry@" count="0"/>
                                  		<option name="combatDefenseEffect" value="@noneˇgarrison^cavalry@" count="1"/>
                                  		<option name="combatOffenseEffect" value="@noneˇraider^creature@" count="1"/>
                                  		<option name="combatDefenseEffect" value="@noneˇgarrison^creature@" count="1"/>
                                  		<option name="combatOffenseEffect" value="@noneˇraider^flying@" count="1"/>
                                  		<option name="combatDefenseEffect" value="@noneˇgarrison^flying@" count="1"/>
                                  		<option name="combatOffenseEffect" value="@noneˇraider^fortification@" count="2"/>
                                  		<option name="combatDefenseEffect" value="@noneˇgarrison^fortification@" count="3"/>
                                  	</attachment>
                                  

                                  (Note: "none" is just a tag, and only one unit, named "none", has it. This is necessary to avoid empty lists.)

                                  "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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                                  • alkexrA Offline
                                    alkexr
                                    last edited by

                                    Unit changes for Saruman:

                                    • dunlending wildman: 4 PUs, 2 move, 2/2 mountainwalk raider
                                    • halforc: 5 PUs, 2 move, 2/5, 3 formation
                                    • warg rider: 6? PUs, 4 move, 5/2, 4 charge
                                    • uruk warrior: 8 PUs, 3 move, 4/3, 2 armor, 1 shield, raider
                                    • uruk pikeman: PUs, 3 move, 4/6, 1 armor, 6 formation
                                    • crebain: some weak 1 hit air unit
                                    • wizard: idk really strong
                                    • fire of orthanc: 2 move, 0/0, suicide, a shitload of siege

                                    0_1529595598320_81c4bf8a-7b3c-4541-a6a1-e6cc61fba7ec-image.png

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

                                    1 Reply Last reply Reply Quote 0
                                    • HeppsH Offline
                                      Hepps Moderators
                                      last edited by

                                      The reliefs are all done. Here is a look at the Shires...

                                      0_1529846188519_Shires Example.png

                                      The colours are just cut and pasted from the original version with the map deatails on. So if you use the original Hex numbers in the Map Properties file everyting is more brilliant.

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

                                      1 Reply Last reply Reply Quote 1
                                      • HeppsH Offline
                                        Hepps Moderators
                                        last edited by

                                        Same thing with names and the PU & UP (reduced size)

                                        0_1529850225153_Shires Example with names.png

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

                                        redrumR C alkexrA 3 Replies Last reply Reply Quote 4
                                        • redrumR Offline
                                          redrum Admin @Hepps
                                          last edited by

                                          @hepps Wow, looks awesome. Just need to redo those units now 🙂

                                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                          HeppsH alkexrA 2 Replies Last reply Reply Quote 0
                                          • C Offline
                                            Cernel Moderators @Hepps
                                            last edited by

                                            @hepps Yeah, now you are putting the units image to shame.:face_without_mouth:

                                            1 Reply Last reply Reply Quote 0

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