Age of Empires II (2013)

Age of Empires II (2013)

Middle Earth - The War of the Ring
135 Comments
Zetnus  [author] 4 Dec, 2017 @ 2:13am 
It's a known bug with the game. Make an 8-player scenario in the scenario editor and then launch it. That will reset the AI names
Saddam Hussein 3 Dec, 2017 @ 6:56pm 
I installed then uninstalled this scenario, but now every time i play any match with AI it names them elves, isengard, mordor etc and gives me the accursed tower? how do i fix this?
Zetnus  [author] 8 Nov, 2016 @ 2:49pm 
Have you tried locking teams in the lobby?
KITTY OPHANIM 8 Nov, 2016 @ 2:08pm 
nop,i tested it before,diplomacy chances and i always die thanks to dwarves getting mad at map start
Zetnus  [author] 8 Nov, 2016 @ 7:49am 
It might be that this is due to bugs with the 4.8 beta patch if you are running that.
KITTY OPHANIM 8 Nov, 2016 @ 4:43am 
doesnt work,and diplomacy changes so the map is bugged
manuman69 21 Jul, 2016 @ 12:37pm 
The map is great but it has nothing to do with the book/movies... Also i think that the elfs should be english because of it's special units, that fits better.
Zetnus  [author] 31 May, 2016 @ 2:57am 
This must have been changed in some update to the game :/
Zetnus  [author] 31 May, 2016 @ 2:56am 
@Eldwyndor - I just tried it here and can't get it to work -_-

I know it used to work in the past ... in fact, I just tried it in my CD version of the game and it DOES work there...
Eldwyndor 30 May, 2016 @ 8:19am 
@Zetnus - When I change my color or team or civilization I always control the Gondor and Rohan. Same when I change the civilization of the AIs. I can't be located on another place in the game preparation on singleplayer mode :/
Zetnus  [author] 29 May, 2016 @ 12:27pm 
@Eldwyndor - yes. You have to might have to sequentially line up the civilizations for the AI players to make sure everyone gets the right one though....
Eldwyndor 29 May, 2016 @ 12:22pm 
Hi,
It is possible to play as player two on singleplayer mode or not ?
Blaveskelly 12 Mar, 2016 @ 10:39pm 
So what are some of the events for this? Also what is that area between the elves and gondor for?
TrueScottsmen 29 Dec, 2015 @ 11:56am 
thanks
Zetnus  [author] 29 Dec, 2015 @ 11:52am 
@Masterjedievan - You should see a new file called "ME - The War of the Ring v1,5" in your scenarios list
TrueScottsmen 29 Dec, 2015 @ 9:25am 
*map
TrueScottsmen 29 Dec, 2015 @ 9:25am 
oh also where is the nap located? i have it downloaded but i cant find it under custom maps
Zetnus  [author] 29 Dec, 2015 @ 2:24am 
@Masterjedievan - no
TrueScottsmen 28 Dec, 2015 @ 7:08pm 
does this remodel the characters to look like the lotr elves orcs and humans and stuff
Ruinae Retroque Rursus 11 Aug, 2015 @ 1:33am 
Yes, gate health increase with triggers causes EXPLOSIONS. Even the graphics aren't safe from that. :P I found that out with Erebor. :P

If you want to heavily fortify something, use rocks to make a wall. That wall is then totally indestructible. (You can then put a wall there for aesthetics anyway :P)

As for Smaug et al, I'd reccommend changing them to a wolf and buffing them from there. (That'll cause a bit of issues because the AI sends all units to get rid of a feeble wolf... bye-bye standing army!) They also don't like attacking gates...
... still, better than them just converting :P

The Black Gate probably doesn't need a health bonus anyway: just more fortifications would work. If you could somehow grab extra space you could make the Black Gate permantently open, but make it a gauntlet (using those rocks) of Bombard Towers (Aztecs can start with 'em fine, makes sense that Sauron repaired the BG)
Zetnus  [author] 9 Aug, 2015 @ 8:23am 
The castle in Minas Tirith converting is not solved by playing in the conquerors, but the monsters are. I'll have to do something about that. I also discovered that the massivly buffed black gate loses health when you walk though it. So many bugs :P ...
Zetnus  [author] 9 Aug, 2015 @ 4:17am 
Ah, I found the issue - this only happens when you play it in The Forgotten. Choose The Conquerors dataset in the lobby instead and the conversions will not occur. I'll report this issue somewhere in the forums and see if it's an intentional change.
Ruinae Retroque Rursus 8 Aug, 2015 @ 5:15pm 
Regarding conversion: I've no clue what version of Userpatch. :P I'm using TF and playing it via the Single Player option, and am using the Mod Manager beta (though I don't think that'll change a thing). All the mods there are scenarios, .rms, and some campaigns anyway.

My personal guess is that the game has gone "oh, they're a Gaia object: therefore when a human player comes near them they convert to their side." If it's blatanty refusing to work you could just massively buff a wolf/jaguar. :P
Zetnus  [author] 8 Aug, 2015 @ 3:19am 
I don’t really have the time to remake the whole map right now … but eventually I do hope to do it using the larger size.

I’ve been playing around a bit more with it, and I think I might be convinced to remove a few sections of bridge and that cliff to allow everyone access to all the waterways.

I still haven’t been able to replicate the problem you are having with gaia objects – even when playing as Mordor. Are you using any unusual settings? Which version of the game (HD Edition, User Patch, 1.0 etc.) are you using? Shelob, the Balrog, Smaug should all remain neutral and act like wolves (ie. attack any player who get too close). Gollum is well hidden :D

I suppose the Nazgul could use a buff, but not too much, since I don’t want to give Mordor 9 strong heroes when other civs get a lot less.

If you’re playing with a large number of AIs, make sure to lock the teams at the start. Or else they will try making all kinds of unwanted alliances.
Ruinae Retroque Rursus 8 Aug, 2015 @ 1:37am 
Remaking it in LudiKRIS has the advantage that a) more space and b) can start from scratch, but I'm leaning towards keeping it "Giant." One, it works on Non-Steam (We have four XP computers hooked up to their own private network for the sole purpose of AOE2 LAN multiplayers), and two the map isn't very bad. It just needs a little "touching up" IMO.

Trolls I might make Teutonic Knights, simply because speed + high armor. You could maybe make different varieties of trolls: some heavy melee ones, some ranged ones. Though you probably only need the one type...
The choice is yours, really. :P

Regarding Gollum et al; Interestingly, when I played as Mordor I got Shelob, Smaug, and the Balrog (couldn't find Gollum and only played that for about 10min). I also got the Castle of Minas Tirith (I know you made it gaia for the look: I'd give it a trigger to Player 1 as well... though that will probably go BOOM: the game does NOT like player triggers when player 1 is not colour 1...)
Ruinae Retroque Rursus 8 Aug, 2015 @ 1:37am 
And for some reason, I sent Shelob to attack the gates, got wounded, withdrew her back to the monks, went and checked my fishing ships + Nazgul (which really need a buff :P), and when I looked back Shelob only had a maximum of 24 health.....

You've said about "water control:" That's my personal opinion on maps: the more water, the better (I spent some time creating a map with a big fat lake AND canals to each player for more BOOOM). That's just the way I like it. :P Your map, your choice: I'll edit it myself later, manually :P
My main problem was that the Dwarves couldn't use their Longboats (though they're Teutons now).
Ruinae Retroque Rursus 8 Aug, 2015 @ 1:37am 
Also, the alliances are very very funny...
First map, the Elves declared war on myself (Gondor/Rohan) and the Dwarves.
The Dwarves also allied with the Orcs as well as with Harad.
The second map (the 10min Mordor one), Harad declared war on me (menu -> restart :P). That's probably a result of me having Lock Teams off, though a plausible idea is to have a trigger that resets the diplomacy to what you want.


The +9 and +6 is also something I'd like to see upped: my personal little mods include a massive health buff for walls as well as increased damage for towers (and decreased stone cost: who builds Keeps if you can get Bombard Towers?) That's me; if +9 and +6 sound fine by you, keep 'em that way. As I said above, for my little XP network I'll bump it up anyway :P
Zetnus  [author] 8 Aug, 2015 @ 12:13am 
Of course the best thing would be to completely remake the map in AoF using the new LudiKRIS map size for more space.
Zetnus  [author] 8 Aug, 2015 @ 12:07am 
Thanks for all the feedback. It's been a long time since I've done anything on this map. Mainly because the Workshop was broken for a good 2 years (it works now again!) but also because I realized that this map isn’t actually as good as I thought it was at the time.

Which units do you imagine being trolls? Throwing Axe-men?

The Dwarves don’t have much use for a navy (besides river-trade with the Elves) but the same thing goes for the Elves, their docks are just as useless. I don’t want to make the Rauros to be fordable because that allows a player with water control to completely dominate most of the map – especially in say the nomad version of the map where I’m not sure I disabled cannon galleons :p
Zetnus  [author] 8 Aug, 2015 @ 12:07am 
The narrow passes are made in such a way to keep the gaia monsters in them from escaping too easily. But I agree, it makes them hard to use.

The thing about gates losing health is a known bug in the game, which has never been fixed as far as I know.

“Were Gollum, Shelob, and the Balrog all supposed to convert to my side when I discovered them?” NO, and they don’t when I test it in singleplayer.

Some of those towers do have increased attack +9 for Isengard and +6 for Dol Guldur I believe.

Anyway, you’ve made a lot of good suggestions. Thanks for that!
It may even be enough to motivate me to go and change some stuff and fix up the map a bit :)
Ruinae Retroque Rursus 7 Aug, 2015 @ 7:44pm 
I'll give my feedback:

As I said in the civ choice discussion, triggers for some troll could be nice.

The "Sea" of Nurn is the "Pond" of Nurn. :P I would move the whole thing south-east and make it on the border of the map.

Another thing about water is that the Dwarves have no way to use their navy that they built up: it's confined. I know you don't want Rauros to be fordable, so perhaps make an inlet from the sea of Rhun to the Dead Marshes?

Moria is difficult to mine because of the one space between the entrances. The Pass of Cirith Ungol is also difficult to use: if the AI unpacks a trebuchet there, it'll stop their whole army. Their army tends to not take the Black Gate anyway. The mountain there only makes it harder to see what's going on.
Ruinae Retroque Rursus 7 Aug, 2015 @ 7:44pm 
Speaking of that, the Black Gate is under-fortified. Last time I checked, giving health to gate via triggers caused it to lose half its health when it opened and shut (???????). But it's still too weak: I'd put some Bombard Towers on the fortifications.

Wood is somewhat difficult to come by as Gondor and Harad... not impossible, just more difficult that I'd like (although you are cramped for space: try making one big forest instead of lots of smaller ones).

Were Gollum, Shelob, and the Balrog all supposed to convert to my side when I discovered them? :S (I was playing single-player)

I'd allow the Dwarves to get Bombard Towers: it suits their theme of heavy defence. I'd also allow Isengard to get Bombard Cannons: they had them in the book, and there's no real ballista (vs. buildings) in AOE2. (Scorpions are anti-unit).
Ruinae Retroque Rursus 7 Aug, 2015 @ 7:44pm 
I'd remove most of the mountains where it's cramped: they're very fussy for moving around. (Especially around resources, where placing Mining Camps is essential).

Oh, and the stats of the Nazgul SUCK. They're a high-health Paladin, but the Aztecs can't get the cavalry armor upgrades.

Dol Guldur is pathetic. I know you're cramped for space, but a high-health tower and one barracks? What's the point of that! If you could somehow make room, I'd put a TC and a Castle there.

Speaking of those towers, I'd give them increased attack: maybe by +10 or something. (Cirith Ungol has one, Isengard, probably elsewhere)


I know I've said a lot about what's bad, but I have to say I extremely enjoyed playing this scenario. The main problem was that the Dwarven AI decided to ally with Gundabad and Harad, and the Elves were enemies to me (me being Gondor). It's great: you don't really need to completely re-make it, I just feel some things need to be touched up.
Zetnus  [author] 24 Jun, 2015 @ 11:48pm 
both
Aus best mushroom Chef 24 Jun, 2015 @ 5:39pm 
can this be played single player or multiplayer or both
Zetnus  [author] 16 Oct, 2014 @ 12:27am 
@Zahajko - You just need to play as player 2
Zahajko 15 Oct, 2014 @ 5:00pm 
why am i not able to play as mordor

?
A two by four 7 Sep, 2014 @ 5:42pm 
do it! :D
Zetnus  [author] 7 Sep, 2014 @ 12:54pm 
@grogleberry - Thanks for pointing those out. I'll fix the names when I have time :)

I made this map before The Forgotten came out with its new map size. A LudiKRIS map would have a lot more space and would solve the problems about the cramped areas in the center. In any case, I would need to remake the entire map. Perhaps I will have time to do that at some point ...
grogleberry 7 Sep, 2014 @ 12:18pm 
The Dwarven Hero in Rivendell is Erik the Red (presumably it should be Gimli).
Saruman's name is misspelled (Sauroman).
It seems like you would've had more space in the middle of the map (Mirkwood, Lothlorien, Moria) if you had left out the big empty space in Mordor.

Other than that, great job!
theboss 19 Jun, 2014 @ 8:28pm 
nice :Doug:
A two by four 4 Sep, 2013 @ 9:49pm 
@Zetnus - thats a fantastic idea! incorporating the sneakiness and subterfuge of the ring instead of raw power!
Zetnus  [author] 4 Sep, 2013 @ 12:17am 
@Finn the Human - Well now that you pointed it out, there really should be a reward for finding The One Ring. I've been playing around with with the options and I think I found a good solution. I can make it so that picking up The One Ring now researches spies for you for free. What do you think of that as a reward?
A two by four 3 Sep, 2013 @ 8:45pm 
@Zetnus - ah ok, i figured being hidden beneath all those trees it had to do something :P still a fantastic map, easily my favorite so far!
Zetnus  [author] 29 Aug, 2013 @ 12:56am 
@Finn the Human - I'm afraid not, although it could probably be set up to trigger defeat for Mordor. If you actually picked up The One Ring, you would have noticed that it vanishes when you do so, because it is different from the other relics (rings). So at the moment, you can't bring The One Ring anywhere.
A two by four 28 Aug, 2013 @ 9:35pm 
Soooo if you aquire the one ring, and manage to bring it to mount doom with your monk, mordor is instantly defeated? Amiright or was that just a coincidence I wasnt following mr monk.
Zetnus  [author] 12 Aug, 2013 @ 2:23pm 
@_BOBE - True, it is crowed. Ideally I would want to create an even bigger map to spread stuff out, but this is already the largest size...
Have you tried the Nomad version?
_BOBE 12 Aug, 2013 @ 2:12pm 
I was excited to play this but I get in it, and everything is soooo crowded
Zetnus  [author] 12 Aug, 2013 @ 10:59am 
@Battle_Bunny Slash - Thanks for pointing this issue out, I will fix it in the next update.
When I orginally made the map, I placed terrain and gaia ojects first and then players later ... I must have forgotten to remove the wild wolves when I populated the north
ADB-Fantasy 11 Aug, 2013 @ 10:25am 
Why are there so many wild wolves in Angmar's base, when there are already player-controlled wolves? It makes it much harder than it needs to be to play as them.