Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Trying to Make Lord of the Rings mod

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: Trying to Make Lord of the Rings mod Page: <<   < prev  1 [2] 3   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Trying to Make Lord of the Rings mod - 12/17/2008 9:48:50 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Forces of Isengaard & Rohan square of. Lorien up to the right.




Attachment (1)

(in reply to Grymme)
Post #: 31
RE: Trying to Make Lord of the Rings mod - 12/17/2008 9:51:53 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
The teeths of Mordor are well guarded.

As can be seen a lot of locations are named even if they dont have any special locations. here you can see Dagorland, Dead Marches and Udûn.




Attachment (1)

(in reply to Grymme)
Post #: 32
RE: Trying to Make Lord of the Rings mod - 12/17/2008 9:54:11 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Minas Tirith & Minas Morgul square of.

Notice the Impassable mountains to the back of Minas Tirith. Gondor has a cargoship to the north.




Attachment (1)

(in reply to Grymme)
Post #: 33
RE: Trying to Make Lord of the Rings mod - 12/18/2008 7:22:03 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Decided to include a scale for the scenario in the scenariobriefing.


Each point of infantry, wagon, horse or cavalry represents a group of around 10-20 men/horse/vehicles. (officers maybe 10, common inf 20)
Each Beast or War machine represents 1-3 War machines or Beasts.
Each Eagle or Winged reptile represents around five individuals. Each Great Eagle or Dragon one beast.
Each ship represents a squadron of 3-5 ships.

Using these calculations South Ithilia would be defended by aproximatly 100 officers, 200 cavalry and 1500-1900 infantry. Seemes about right.

(in reply to Grymme)
Post #: 34
RE: Trying to Make Lord of the Rings mod - 1/10/2009 10:48:20 AM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Upploaded a new version of the scenario. Research should be included now. Version 86b.

Borrowed picture of Orthanc from Neuromancer guy. Dont remember his name.

Still looking for interesting strategic events to implement.

Also i should maybe comment on the inability to produce roads & bridges in the scenario. A reviewer of the scenario aparently lowered his grade with 3 points because of thís. The reason is that i dont want the original map of Middle Earth changed to much. Also i want the roads to be strategic points that players try to control. If it turns out not to work this could be changed though. Ill keep things open.

Will see if i can start an PBEM test game.

< Message edited by Grymme -- 1/10/2009 10:53:45 AM >

(in reply to Grymme)
Post #: 35
RE: Trying to Make Lord of the Rings mod - 1/10/2009 12:21:48 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
You are of course welcome to use the Orthanc sprite.

I have one potential issue/bug with the new scenario: When in a unit description I click on "vs SFTypes" (the left one) the game crashes. I tried with several different units and always got the same result. Is this just my downloaded copy or do you also have this?
Best Regards

(in reply to Grymme)
Post #: 36
RE: Trying to Make Lord of the Rings mod - 1/10/2009 1:10:49 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Thanks

Got the bug also. I dont know why. Could actually be a gamebug. But for now we could just leave this button alone since its not nescessary for gameplay. I will look into it as soon as possible.

(in reply to Tufkal2)
Post #: 37
RE: Trying to Make Lord of the Rings mod - 1/10/2009 4:45:33 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
After I found out that the newest version of my scenario has the same behaviour (and the old ones dont) I did some research on this. The error in your (and actually my scenario also) can be corrected as follows (I am not sure if all of the steps are necessary but all together help):
1. Give 1 Powerpoint (or more) to the items without Powerpoints (Supply, Political Point)
2. Give some defense higher than zero (I tried with "1") for all terrains for Supply, Powerpoint, Palanthir
3. Give some hitpoint higher than zero to Supply, Powerpoint
It seemed to work then.
I obviously in my last version also edited in some SFT for supply and powerpoint and got the same behaviour.
By the way: Does any fellow modder have any idea how it is possible to change the production graphics for supply and political points? I would like to get some picture in corresponding to a fantasy setting but it keeps showing oil dump and the 20th-century statesmen.

And I have to upload my scenario again..... :-(
Best Regards
Lunaticus


(in reply to Grymme)
Post #: 38
RE: Trying to Make Lord of the Rings mod - 1/14/2009 7:06:39 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
This is looking great, keep up the excellent work. Like your "Freedom in the Galaxy" avatar too. Planning on adapting that next?

As a minor side note, "Dagorland" should be "Dagorlad", IIRC.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Tufkal2)
Post #: 39
RE: Trying to Make Lord of the Rings mod - 1/14/2009 7:17:21 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Hmmm... Eric. I am not sure if you are adressing me or Lunaticus (an which scenario). I designed the War of the Ring scenario. Lunaticus made the Neuromancer scenario.

Will change Dagorland to Dagorlad on next upload,  if i remember it ;)

Btw. There is an AAR starting that could be an interesting read. (hopefully)

(in reply to Erik Rutins)
Post #: 40
RE: Trying to Make Lord of the Rings mod - 1/14/2009 8:28:25 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
Yes, all the credit for the work on the excellent Lord of the Ring mod goes to Grymme (I am only playtesting and made a small suggestion above concerning correcting a strange behaviour....).
And as a small addition I definetely think the AT engine also has a lot of potential to model a conflict with the interaction between large scale combat units and individual heros which fits nicely into fantasy or sci-fi scenarios....

_____________________________


(in reply to Grymme)
Post #: 41
RE: Trying to Make Lord of the Rings mod - 1/15/2009 4:01:15 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Whoops, guess I was talking to both of you! Thanks for the clarification.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Tufkal2)
Post #: 42
RE: Trying to Make Lord of the Rings mod - 1/19/2009 6:57:32 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
I think this is a very fun scenario and I am already hoping that once we finish the current game I get a chance to play again on the light side.

Two small things I noticed:
- If I am not mistaken I got a second report that the Corsairs of Umbar joined?
- Actually this turn the game crashed on me when I hit the "vs SFTypes" button again....

Concerning play balance I think it is too early to tell...


_____________________________


(in reply to Erik Rutins)
Post #: 43
RE: Trying to Make Lord of the Rings mod - 1/19/2009 10:14:28 PM   
hatemf90

 

Posts: 305
Joined: 1/1/2009
Status: offline
hi,

I have a few suggestions:
- If I am not mistaken I got a second report that the Corsairs of Umbar joined? (happened to me as well)
- The Grond is moving very slow no matter how many wagons i send to it
- Completing Unit descriptions would be nice
- Decreasing the power of Pikes and archers, making them cheaper to build, and require less supply, so it would cost the same and fight the same just in more numbers, so it would be closer to numbers as infantry (closer to reality). (10 archers = 40/50 archers?) just a suggestion 
- also 2 units of the same type appear in the same formation when i send cavalry to a unit with cavalry, it looks like this:



and a question:
do Pikes have advantage against cavalry, and archers against infantry? i.e. if i see a cavarly unit should i send a Pikemen unit to it?


< Message edited by hatemf90 -- 1/19/2009 10:16:33 PM >

(in reply to Tufkal2)
Post #: 44
RE: Trying to Make Lord of the Rings mod - 1/20/2009 8:41:28 AM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Hi

Thanks for all suggestions.

I think there is something wrong with the Umbar event also. It always triggers on the first turn. I didnt get the message twice though.

Longbowmen are based upon the original mortar with some tweaks. But also have som AA value.

The Grond movement i also discovered. It seems that you cannot combine two horses to carry an object with weight higher than 10. I thought that was possible. Since it weighs 50 it will always move slow (but you can strategicly transfer it)

Pikemen are based on original bazooka. Should be good against heavy cavalry, beasts and ents. (hmm... i probably missed to make them good against light cavalry).

Havent fixed the compare SFTs yet.

The different light cavalry are probably because they are from different peoples.

There are a lot of such small bugs/misses in the scenairo. But nothing with major impact so far. I will get to all these eventually. But probably not until test game is finished. Also i am working on another huge modding project. Have spent some 50h on it so far. Will probably spend around 150h more. 

(in reply to hatemf90)
Post #: 45
RE: Trying to Make Lord of the Rings mod - 1/24/2009 12:25:39 AM   
typhoon

 

Posts: 387
Joined: 4/2/2002
From: United Kingdom
Status: offline
This is great but just a small note to remind Grymme on the peoples issue. I'm Producing Elves Numenoreans and Humans as Lorien. Will note the details of where next turn.

(in reply to Grymme)
Post #: 46
RE: Trying to Make Lord of the Rings mod - 1/24/2009 11:54:11 AM   
rominet


Posts: 523
Joined: 10/23/2007
From: Paris
Status: offline
I have spent 40 PP to gain beast/Eagle possibility but it doesn't
appear as unit to be built in my production center.



So, i have lost 40 PP for nothing and i can't rebel against Isengard's air superiority.
Where am i wrong??

_____________________________


(in reply to typhoon)
Post #: 47
RE: Trying to Make Lord of the Rings mod - 1/24/2009 12:21:36 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
Hi,
I checked in the game settings (Grymme: I hope you do not mind) and it seems that the Rohirrim have set building flying units to off. So they can never build them.
@Grymme: Is this intentional or not-intentional?
Best Regards




Attachment (1)

_____________________________


(in reply to rominet)
Post #: 48
RE: Trying to Make Lord of the Rings mod - 1/24/2009 12:28:41 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
That one was actually intentional. I was thinking that Orcs of the Misty Mountains and Rohan wouldnt be able to build them (felt to "unhistorical"=. I am however not at all sure whether i will keep it this way. So this feature might very well be changed.

(in reply to Tufkal2)
Post #: 49
RE: Trying to Make Lord of the Rings mod - 1/24/2009 12:33:49 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
Ok but we as the playtesters in LotR still need to discuss how we go about Rominet's issue as I understand he spent he lot of ressources on a topic he cannot use. Things like that happen in a playtest but then these cannot be known by all players in advance.
Any suggestions how we should move forward here?

_____________________________


(in reply to Grymme)
Post #: 50
RE: Trying to Make Lord of the Rings mod - 1/24/2009 12:35:13 PM   
rominet


Posts: 523
Joined: 10/23/2007
From: Paris
Status: offline
OK, thanks both of you for quick answer.
So, i am going to continue to cry.

(in reply to Grymme)
Post #: 51
RE: Trying to Make Lord of the Rings mod - 1/24/2009 12:36:59 PM   
rominet


Posts: 523
Joined: 10/23/2007
From: Paris
Status: offline
quote:

ORIGINAL: Lunaticus

Ok but we as the playtesters in LotR still need to discuss how we go about Rominet's issue as I understand he spent he lot of ressources on a topic he cannot use. Things like that happen in a playtest but then these cannot be known by all players in advance.
Any suggestions how we should move forward here?


Don't use your aviation ... too much and for the next version, please delete the action card.


< Message edited by rominet -- 1/24/2009 12:38:48 PM >

(in reply to Tufkal2)
Post #: 52
RE: Trying to Make Lord of the Rings mod - 1/24/2009 1:30:38 PM   
Grymme

 

Posts: 1821
Joined: 12/16/2007
Status: offline
Maybe Isengaard could agree to keep 40PPs saved for the remainder of the game. Otherwise i could....

(in reply to rominet)
Post #: 53
RE: Trying to Make Lord of the Rings mod - 1/24/2009 2:35:50 PM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline
A few issues I found in playtest

1-Light cavalry is rated as infantry and upgrades to infantry 2, it should be more like a light tank
2-The harbour of Gondor in the South starts withouth any garrison, it´s impossible to defend it against the Umbar fleet, given it´s farf from Dol Amroth.

(in reply to Grymme)
Post #: 54
RE: Trying to Make Lord of the Rings mod - 1/24/2009 2:45:39 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
Isengaard would agree to the suggestion that we will keep 40 Political points and not use them for the remainder of the game. Ok for you Rominet (and the others)?

_____________________________


(in reply to Bombur)
Post #: 55
RE: Trying to Make Lord of the Rings mod - 1/24/2009 4:03:13 PM   
hatemf90

 

Posts: 305
Joined: 1/1/2009
Status: offline
Do like me Bombur, build a 100 wagons... instead of building an army.. lol

< Message edited by hatemf90 -- 1/24/2009 4:58:05 PM >

(in reply to Tufkal2)
Post #: 56
RE: Trying to Make Lord of the Rings mod - 1/25/2009 7:40:38 PM   
rominet


Posts: 523
Joined: 10/23/2007
From: Paris
Status: offline

quote:

ORIGINAL: Lunaticus

Isengaard would agree to the suggestion that we will keep 40 Political points and not use them for the remainder of the game. Ok for you Rominet (and the others)?


Ok for me.

(in reply to Tufkal2)
Post #: 57
RE: Trying to Make Lord of the Rings mod - 1/26/2009 10:29:30 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
So be it. Once I have the 40 political points together I will start to use my dragons again so be warned...

_____________________________


(in reply to rominet)
Post #: 58
RE: Trying to Make Lord of the Rings mod - 1/27/2009 11:18:12 AM   
rominet


Posts: 523
Joined: 10/23/2007
From: Paris
Status: offline

quote:

ORIGINAL: Lunaticus

So be it. Once I have the 40 political points together I will start to use my dragons again so be warned...


Anyway, i can do nothing against your dragons ... so

(in reply to Tufkal2)
Post #: 59
RE: Trying to Make Lord of the Rings mod - 1/28/2009 7:04:25 PM   
Tufkal2

 

Posts: 834
Joined: 12/31/2008
From: Germany
Status: offline
Well as this is a testgame I think we can discuss strategy (which we would not normally do for a running game in a competitive setting):
I actually think that Dragons are not that strong. They have only 200 hitpoints IIRC and will be killed outright if they charge into a stack defended by longbowmen. What is different in this scenario is that there are no units I know of who have air defense for neighbouring hexes, but each hex can be defended by a good distribution...
Or am I missing something here?


_____________________________


(in reply to rominet)
Post #: 60
Page:   <<   < prev  1 [2] 3   next >   >>
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> RE: Trying to Make Lord of the Rings mod Page: <<   < prev  1 [2] 3   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.031