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Messages - MrGrendel

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The Last Days / Re: Fainting Wargs
« on: June 10, 2014, 04:07:10 PM »
Never mind, for all its looks, I forgot how unbalanced this mod is as an actual game.

The Last Days / Fainting Wargs
« on: June 10, 2014, 03:35:07 PM »
It seems when a warg's rider is killed, the warg now spontaneously passes out from sadness, where in prior versions the warg would keep on fighting. Does anyone know how I can fix this behaviour?

Related, http://www.youtube.com/watch?v=AnVv0RkiG4U

The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: January 11, 2013, 08:31:24 PM »
For some reason I thought a bow without PD requirement did not benefit from it, but in either case, the PD issue is why I said to get an elven bow, they will allow you to put out a lot more damage as they have higher requirements.

That is, assuming you're putting a lot of points in PD... and if you're not, don't expect to be effective at archery, right?

The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: January 10, 2013, 07:51:30 PM »
Dmg of elven bow is nearly the same as short bow.......

However im still testing RCM and maybe it changes with a bit more power draw..........

Just bear in mind that a bow that does not have a power-draw requirement also does not get any power-draw benefits.

The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: January 08, 2013, 06:54:57 AM »
I've never seen unarmored targets take 0 damage from anything in RCM, quite the opposite, more so on headshots. You're probably using a crappy bow on targets that have thicker helmets than you realize. Get an elven bow.

The Last Days / Re: Battle tactics [Community Guide]
« on: January 08, 2013, 06:19:21 AM »
I think that warg dismount thingy is technically glitching  :D

Actually, wargs are designed to attack without their riders.

The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: January 08, 2013, 04:49:17 AM »
Armor will reduce archery damage pretty quickly as RCM uses cutting for it. Historically, arrows defeating decent armor was the exception rather than the rule.

In vanilla RCM, a bow and arrow can do about 50 cutting damage, before all the various modifiers. A headshot to an unarmored target should be more than enough to drop anything there, but I'm not sure what everything looks like in TLD RCM offhand. Are you trying to headshot Glorfindel wearing his kevlar tiara?

The Last Days / Re: Battle tactics [Community Guide]
« on: January 08, 2013, 04:43:49 AM »
How do cavalry do against elves? (wargs and/or evil horsemen)

If you're playing orcs, try the dismount/mount trick with wargs. If nothing else, at least tell the riders to hold fire so the wargs can actually do something useful.

The Last Days / Re: Morale System Feedback and Suggestions
« on: December 31, 2012, 10:25:49 PM »
Not entirely on topic, but I'd envisioned morale being more of an achilles heel to the orc armies... as in, once a beefy evil bannerman is slain, lesser orcs (at least around him) route en masse, temporarily, then regroup again, etc.

The Last Days / Re: Battle tactics [Community Guide]
« on: December 31, 2012, 10:25:39 PM »
Do the trolls change the dynamics, whenever present?

Not sure how much impact they have on auto-calc or not, tbh, since they're never part of my own troops and thus experience is limited. I don't want to play the entire game just following the AI around.

How they change the dynamics in battle depends on a lot of factors, including faction and terrain. If you're in the areas that all-orc factions start at, you're probably fighting elves, and for creatures with 5-foot long legs, you'd think when being shot at they'd get up and move faster than a grandma in a tub of peanut butter. On the bright side, they're good in terrain that limits archers, sometimes they'll kill something your teddybear orcs could never have killed 30:1, and if you're lucky they didn't also smash 30 orcs in the process. Of course it's not an issue you can control anyway, since you can't recruit trolls.

There's no way of making trolls move at different speeds. a) it looks ridiculous if they shuffle run b) we can't really make them switch speed when we want them to, they just move the fastest they can. We want trolls to arrive later in battles, not rush ahead of the main army.

Horse archers are explicitly mentioned in the book.

As are explosives. So where are my Isengard grenadier troops?

We'd have to code the grenadiers, while horse archery was already functional in the MnB engine. Also - we know Saruman was able to make one bomb, we can't be sure that substance was usable for hand grenades.

Tolkien wrote of one small group, that "some" of them had bows. Then we have the massive battle of Pelennor Fields, involving the entire Rohan army proper, with plenty of swords, axes and cavalry charge being mentioned, but not once horse archery. Nor are any of their military leaders described as carrying bows.

Seems clear to me from this that horse archery would have been atypical for the armies of Rohan. I would probably not consider it enough to justify an entire horse archer troop tree with guaranteed ranged weaponry and full quivers, unless I'm missing something. I guess it does have a place, though. Not a huge deal either, or what mlkjhgfds was talking about a few posts back to begin with, I think, but they are a nuisance sometimes.

Oh, I was kidding about the grenadiers. ;)

The Last Days / Re: Battle tactics [Community Guide]
« on: September 25, 2012, 02:12:50 AM »
You've really put some thought into your orc game. Heh, somehow it seems fitting that the Orc winners are the ones who can whip the most slaves into shape the fastest.

Actually, the best way to "win" the orc vs elf game is to not play the game at all: The discrepancy between autocalc and actual battle is so ridiculous, you're better off autocalcing every battle against elves. You can have elite troops, outnumber the enemy 3:1, use great tactics and still lose horrendously in the actual battle. Auto-calc it instead and you will win handily. But couple this with the fact that elven hosts seem to breed just as fast as orcs and reach the same numbers, as well as other, eh, factors (like being made a sitting duck with orc troops) and you have a recipe for hilarity.

The artwork captures Tolkien just fine, but exploiting game mechanics in order to be able to put up with 'balance' does not give you that middle earth feeling. As far as Rohan horse archers, I'd prefer to get rid of that altogether.

What, get rid of Rohan horse archers? O_o why?

The Last Days / Re: Open betas for the next patch (3.2 is out)
« on: September 23, 2012, 07:41:26 PM »
why is that not so by default?!

I'm sure partly because Tolkien's setting is very euro-centric in regard to the "good" factions, and horse archery is fairly atypical in that context.

No really. Rohirrim used horse archers, as did elves. (at least some of them)

The Last Days / Re: Open betas for the next patch (3.2 is out)
« on: September 20, 2012, 05:10:22 PM »
the rank points system is just not right - I cannot believe being the tiliting point in a huge battle between 2 armies gets you only... 3 rank points, whereas escorting a spy to pinnath gelin gets you 16 + 2 influence! I do wish the system would return 3.14 where you would get 25 rank points per major battle, but not the difficult and high rank needed to attain levels that the 3.14 also had.

Anyone else find this? It is clear that doing minor quests will get you further than winning decisive battles or defending key castles.

Hmm. I wonder what the difference in salary would be for a (likely non-commissioned) officer helping in battle, compared to the head of an insertion team covertly dropping an intelligence agent in enemy territory? It could be argued that, from the perspective of an army leader, diminishing your opposition is its own reward - but I'm not necessarily disagreeing with you. :P Though you could make the point that helping in battle is expected of you, your job so to speak, while the intelligence work is extra credit, thus more rewarding...

Regardless, what doesn't feel right to me is that escorting the spy successfully essentially has no visible effect on the game. I would like to see some sort of tangible result from it. For instance, at some point after dropping off the spy, you get a message, "The spy you helped plant has poisoned Frodogorn's supplies, and their army is forced to temporarily disband." Then their army returns to base. Or something similar with a visible effect, for this and other quests. (And perhaps consequences for failing, too.) Often it seems a little like your quest actions exist in a vacuum from the rest of the stuff that's going on.

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