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Now the Elves factions (Rivendell and Lorien) got no longer siege workshop and Lorien doesn't have access anymore to catapult galeon because it makes them too strong in defense and it is totally inacurate in term of their spirit bound to nature and the respect of it.
Now Minas Morgul (P6) starts in first age (Aoe2 feudal age) to prevent black riders to become mighty nazguls too soon like when pursuing Frodo locked in Shire.
Nazgul powerful tech can be considered as gaining fellbeasts.
7 tents (7x5pop=35) have been added in Helm's deep cave to figure the shelter of Edoras people when Isengard attacked and 1 more house on top of Minas Tirith next to stable, to figure more the last standing resistance of this huge city.
Now, Minas Morgul when gaining shadows armor gains only for military units not buildings and so don't block other university buildings upgrades.
Now Edoras gain 5 towers and lose 2 houses to gain more acurate strength especially vs early nazguls attack (for a total of 12 guard towers instead 7).
Helm's deep gain 1 TC and 3 tents for more resilience if other TCs fall, like in the books.
Now the Witch King power will be gained when Nazgul tech is developped in castle (to give a bit more time for Gandalf to come back to Bag end and release Frodo from the Shire before an unbeatable witch king arrives to it). This system is even more clear because the Witch King is a Nazgul himself after all.
After some verifications in books, I added a third Maggot's hound as it should be with their name, little hp boost for one dog to be able to kill a regular wolf and I replaced the Maggot hobbit hole by a TC with stubble roof and bricks walls because it is said that and that this area had several big houses with several families and stone wall with wood gate and it seems now to me that it is more acurate to leave Shire at least make villagers like peasants, if not army. In book it is also said that the black riders fear the hobbits and their strong houses sometimes fortified and it can be now depicted in this scenario thanks to ring bell with lot of hobbit vils garisoned.
>Maggot's hounds are now blue units (based on elite wargs=orcs hussars who are heroes who can regenerate). They got restricted area on Maggot's farm to guard it and can help Frodo and other hobbits to be safe from black riders, like in books.
>Based on the same idea, Maggot's house can be a shelter now for Frodo, Sam or Merry or any infantry unit, thanks to a watch tower puted on it.
All of this can help Frodo to not be killed by early black riders attack without the Witch King or being 9 ringwraiths gathered, before Gandalf is back from Minas Tirith to release Frodo from the Shire thanks to the knowledge that Bilbo's ring is in fact Sauron's ring taken by Isildur and stolen by Gollum.
You cannot cheat by creating a second Sauron after the creation by killing Frodo and taking back his ring, now.
Tiny details improved in Moria:
>added the Durin's stone on the south bank of Mirrormere lake on east gate with trigger for blue (P1) to read the runes (for better immersion, acuracy and Tolkien's world understanding).
>added one water fall step to show the stairs shape of the cliffs of mountain behind Mirrormere.
>better shape of Balin's tomb in Mazarbul's chamber (by stacking thin tombstones into a block)
>cracked road instead grass under west gate mountain (figuring the inside paved by dwarves)
>completed the chat on west gate describing the writing on it which is in fact a riddle (to be more comprehensible for non LOTR fans)
>now player 5 (Rivendell) got same chat than player 1 (Gondor) concerning Narsil sword reforging and the council of Elrond debate because they participate of it in their own town even with Elrond, their lord, as leader.
>I withdrowed lot of trees in the gap of Rohan, because it is not a forest actually in the book and in scenario it was always blocking the path with only one tile on a long way which I find not fair for Boromir or Gandalf passing. It still can be easily blocked by an army and a good position to embush from shire or Isengard.
>Now Legolas when created receives +10 attack, considering that he gained max experience from previous scenario "The Hobbit" and he also now can kill a bit more easily the Watcher or 1 elite mumakil in one on one fight ("and it still only counts as one" XD).
ENJOY!
>Following same balance idea, Mumakils (for Harad, player 4) are now limited to 20 (you see them in distance arriving in Pelenor's fields battle, in the film). They got higher limit because cost a lot more and spear line got about x4 damages vs them (being based on Persian elephants). The reason in story is that Harad few grass lands can't feed more. The damage at 21th mumakil on map, is 100 each 5 sec.
>I deleted the tech giving Mordor the possibility to make Mumakil and Dragon cavalry in Mordor ("army of mordor") because it makes literally no sense: they are allied here and Mordor got no grass at all because of mount doom ashes and fume!
>I added a gate in the middle of Barad Dûr bridge as Peter Jackson film design, linking the two towers, now protected like a second barbican. It justifies even more the risk to send the ring in mount doom, because Barad Dûr is even stronger.
>The Mordor (player 2) is now limited to have 5 olog hais at the same time. It follows the film again (in the entrance of Minas Tirith) and above all the unbalance of the data mod because the ologs are way too cheap compared to their strength and the fact they are based on infantry with high hp and armor, making them to have literally no counter units (they crush cities with only 10 of them because arrows, or any human unit just have no effect on them). Plus, one olog match strongest human heroes which is quite unfair for a cheap regular unit. For the story the explenation is that Sauron must control them telepatically (you see just before the fall of Barad Dur how when the ring is melted, the Olog lifting hand to finish Aragorn which he even crushed on ground, just sudenly looks back to Sauron's tower, drop weapon and flee). Now, when you make 6 of them, they start to get 50 damage each 5 seconds.
>Now, king Elessar doesn't lose attack when Arwen dies but he gains a boost of +100 HP if they meet eachother on the Rivendell wooden bridge
>Treebeard get a boost of 500 HP at creation (to show more acurately that he is the leader, elder and taller ent, as described by Tolkien and justify his unique icon)
>Merry and Pippin are entirely healed and boosted by +100 HP maximal stats if they reach the home of Treebeard, and drink water on the Entwash river source on Misty mountains roots signaled by a water barrel (treebeard glass) and a waterfall in Fangorn forest (Fangorn=Elvish Treebeard name).
>better logical and natural design for Helm's deep river (as a shallow and waterfall on mountain source) and Carach Angren hills (explaining they are not flooded by lava).
Also, even without sumoning the army of the deads, he is a bit better and worth the improvement in Rivendell.
Grond (huge hero siege ram) makes also more sense now, by being more useful.
THE EVIL POWER OF SHADOWS (for Minas Morgul only):
*******************************************************
By killing innocents, Minas Morgul heroes fall even more in the world of evil shadows making them dissapear to material world and more difficult to hit (their body become etheral like with the evil rings from Sauron's evil dark soul). It means they gain +1 magic armor for 9 kills, +1 for 99 kills and +1 for 999. Again, if they "die" (or "redie"), they lose the previous bonus like if evilness was washed and same if they are just created for the first time because unafected by previous events.
Same if black riders are upgraded to nazguls in castle (they already gain armor by more evilness and sacrifices of ressources).
EXPERIENCE BONUS:
*********************
look details in new discussion section "scout"
its your silly trigger
You can try to play good side with 4 human players vs AI evil side but note that then you can't get Sarumane nor Witch King in the game which are strong key characters and AI is also quite coward and clumsy and thus, easy to beat and will never hunt Frodo, block paths with trade carts, send vils to death on Morgul vale, etc. It is really designed for human adaptative intelligence understanding very special goals and very strangely programmed to represent the complexity of LOTR story.
You must click on it to have full resolution of it.
>corrected spelling of "melon" to "mellon"
>Balrog's area really restricted to not go upstairs of Moria and show the chat of area limitation before deleting Mazarbul's chamber wall (for no reason so).
>New layout of the dead marshes with little moving lights like candles on dead corpses as described by Tolkien.
>lot of chats added on Smeagol road for better immersion and description of the lands and events
>a new trigger making the dead marshes really dangereous now, from the ghosts a bit like the Morgul vale pestilence but with 20 dammages instead 5 and not on the way found by Gollum.
>better trigger to look the black gate in distance for Frodo thanx to Gollum.
>more natural and comprehensible layout of the falls of Rauros thanx to some rocks additions.
ENJOY!
>new Old Forest layout with some new graphic details (a defined path to Bombadil's house, a waterfall and a cliff on the source of Withywindel river behind Bombadil's house and two standing stones in entrance of the Barrow-downs, as described by Tolkien)
>fixed some bugs on the display of the chat between Gandalf and Bilbo when he comes back to Minas Tirith great archives
>more acurate restricted area for the Galgal spectre ("barrow wight"), only on hills and road in between now (no more down the hill on Bree road and in Old forest).
>better cliffs design in south downs
>a new stone gate and a hedge on east border of the Shire bording the old forest as described by Tolkien and which can prevent black riders to pass
>some nice chats when you click on blue heroes for the first time.
ENJOY!