Age of Empires II (2013)

Age of Empires II (2013)

The Hobbit
28 Comments
marcknop  [author] 15 Mar @ 2:55pm 
NEW UPDATE (version 27): player 4 (orange, Misty Mountain and Goblintown) starts now in dark age instead first age to give a chance for the company of Thorin to enter into Goblintown by the front porch before orange got mangonels there to kill Bilbo before he is freed from falling trigger. It is even more acurate in term of realism for the goblins degenerated civ compared to old and wise Rivendell elves starting only in first age.
marcknop  [author] 16 May, 2022 @ 2:00pm 
Steam again f*cking my stats with their rotten stars: I copy today stats from today and that Steam doesn't allow to publish directly:
VISITES
Total (unique) (?) 1,298
ABONNÉ(E)S
Actuel 294
Total (unique) (?) 447
FAVORIS
Actuel 20
Total (unique) (?) 22
ÉVALUATIONS
Total des votes 25
Notes positives 18 (72% du total)
Notes négatives 7 (28% du total)
=> how that ratio gives 3 stars out of 5 meaning 40% to 59% positive ratio (because it is obvious that 5 stars cant be 100%: it is obviously from 80% to 100, so from 60 to 79 should be 4 stars!)?
And of course, now, all nasty jealous or conformist people will be encouraged to put negative vote for tiny details they didn't like: THIS IS PURE DEFAMATION!
marcknop  [author] 4 Jan, 2022 @ 1:35am 
NEW UPDATE (version 26): no more trade carts allowed for all: it blocks all paths and open allies gates, especially with AI. Tolkien's kind of defenses with tiny bridges doesn't allow that.
marcknop  [author] 11 Dec, 2021 @ 9:51pm 
NEW UPDATE (version 25):

EXPERIENCE BONUS:
*********************
look in "Hints & Scouts" discussion section
marcknop  [author] 24 Oct, 2021 @ 2:53pm 
NEW UPDATE (version 24):
Now the dwarves (Player 7, Iron Hills) can take back Gundabad and Moria mines by gaining a damaged castle (-4000 HP) when Gundabad keep (P6 wonder) or Durin's Throne hall (P4 castle) is destroyed, at their location.
Almost all other buildings can be converted but it felt unfair to me that they couldn't get back their main mining city's buidling from the orcs and goblins.
Both are not only strong defensive buildings but give 30 pop more each for the dwarves to regain strength and create elite units on strategical corners of the map.
You can repair them by any allied villager (on condition to have stone in stock of course).
marcknop  [author] 3 Mar, 2020 @ 5:45pm 
LIST OF HEROES AVAILABLE IN THIS SCENARIO (with quick description, in a new discussion section).
marcknop  [author] 27 Feb, 2020 @ 9:18am 
NEW UPDATE (version 23):
I fixed two bugs, one with the black arrows, one with the transport ship symbolizing the barrels.
marcknop  [author] 26 Feb, 2020 @ 8:44am 
NEW GUIDE PUBLISHED GATHERING ALL INFOS IN THAT PAGE WITH BETTER PRESENTATION AND ILLUSTRATIONS FROM THE SCENARIO:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2007535053
Feel free to add a thumb up to it also to enhance popularity and then ease the process to start a game in public.
marcknop  [author] 21 Dec, 2019 @ 9:13pm 
NEW UPDATE (version 22):
>I deleted again two rocks blocking the forest river for the ships to cross easily in every directions (two tiles on every spot even on turns)
>A more clear shape of the Lonely Mountain to locate more easily the secret door by looking to Thror's map (which you can access here on description with shift tab, while being in the game).

GOOD LUCK ALL!
marcknop  [author] 5 Dec, 2019 @ 5:53am 
I recommend to subscribe to The Hobbit Soundtrack, enable it and play with it that scenario for a complete immersion in the Tolkien's story and Peter Jackson trilogy.
Link in steam workshop:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1226679742&searchtext=HOBBIT
marcknop  [author] 5 Dec, 2019 @ 5:46am 
NEW UPDATE (version 21):
>Now the desolation of Smaug area (burned forest) is wider which is not only more acurate according to Tolkien's map, but leave more passage and space to fight on the west side of the lonely Mountain and east side of Elvenking's mountain.
>I deleted the tower in the cellars of Thranduil which is again more acurate for me (being very low) but also prevent player 3 to get automatically the Ravenhill tower at start because of line of the sight and range of his towers in castle age.
marcknop  [author] 31 Aug, 2019 @ 2:02am 
NEW UPDATE (version 20):
Goblintown has been a bit reshaped for more coherence, fun and realism.
Enjoy!
marcknop  [author] 27 Jul, 2019 @ 8:29am 
NEW UPDATE (version 18):
Considering a bug in houses destruction with the LOTR data mod (they delete 8 population maximum instead of 5) I added two houses in Moria and deleted 4 in Goblintown, to have more pop max if Goblintown is razed.
marcknop  [author] 24 Jul, 2019 @ 4:12pm 
NEW UPDATE! (version 15):
> 6 more houses in Goblintown (more population so, more acurate, more hard to destroy and less space to run through)
> now the Great Goblin sings his song when player one approach his throne.
ENJOY!
marcknop  [author] 24 Jul, 2019 @ 10:52am 
NEW UPDATE (version 14):
I tested orange player (Misty mountains, Moria and Goblintown) and found him very weak.
So I added:
> 5 more houses in Moria in order to still have decent population if Goblintown is razed
> a barrack, an archery range and a siege workshop in Goblintown
> the dwarven buildings passing to orange (walls, towers, castle, etc) are now from Erebor at start, so the Dwarves can't locate easily and they are imperial age upgraded buildings (way more strong to resist more a rush from the company for example).
> last but not least, player 4 (orange so) starts now in first age instead of dark age, to be able to make archers at start.
GOOD LUCK ALL!
marcknop  [author] 20 Jul, 2019 @ 2:50pm 
tuck: YOU'RE WELCOME!
TRUST_2501 20 Jul, 2019 @ 12:14pm 
Thanks 4 updates
marcknop  [author] 20 Jul, 2019 @ 3:37am 
NEW UPDATE! (version 13):
>Dwalin was blocked on Erebor's side when climbing (he got the size of an elephant because is elephant hero based). So he couldn't go in Erebor through the hidden door. I moved a rock to let him pass.
>I added some sheeps here and there on grass lands and deers, in empty forests.
>I puted a third level of height on Weathertop, top (the second being the stairs to climb on it).
I hope it was the last details to fix now.
Have a nice day and enjoy the game with your friends!
marcknop  [author] 19 Jul, 2019 @ 7:24am 
NEW UPDATE (version 12):
Now Bilbo got 5 sec of game (2,5 in normal speed) to flee Smaug after waking him up by stealing the Arkenstone (if he got the ring only) and sleeping Smaug is on non attack stance (to not spit fire on him at sight). Almost all other units around Smaug will wake him up (even if they pass through the hidden door).
marcknop  [author] 18 Jul, 2019 @ 6:44am 
NEW UPDATE (version 11):
Beorn now got less speed (but still the speed of heavy cavalry), for the dwarves, Gandalf and Bilbo to be able to not die too easily when fleeing him to atempt to reach his house.
marcknop  [author] 17 Jul, 2019 @ 10:26am 
NEW UPDATE (version 10):
>I again deleted a rock in front of the jety on the forest river, blocking the trade.
>Iron Hills starts now in first age (it had too strong advance compared to Gundabad starting in dark age).
>I moved a miner camp in Goblintown on the gold
>added more rock formations in Goblins tunnels, to make them more tiny and prevent to surround the intruders
>moved a mountain in east Gundabad, preventing units to pass out
>deleted two docks in center of Laketown who blocked passages and added some bridges (shalow mangrove) and water and also a transport ship next to wonder for Bard to take it immediately (like if it was his).
>the north pass is now black like a tunnel of giant worms, making it almost invisible

Tiny details, but you can see how tiny details can change a lot the game (I saw them in replay).
Enjoy!
marcknop  [author] 14 Jul, 2019 @ 3:57am 
NEW UPDATE! (version 09):
>more large pass on high pass, west Gundabad gate and forest river (now all spot got two tiles for ships to cross easily in opposite directions).
>the stone giants goes now to Erebor, for all to be annoyed by them, not only the dwarves (it was the purpose of them: block the goblins and orcs).
>Dale (Laketown) got now more collectig buildings: one mill, one lumber camp and one mining camp on west bank of the long lake, in front of the bridge, one mill and 8 farms on south bank, with forage bushes, boars, deers, cows and sheeps, all to balance the fact that Dale can't rebuild fish traps.
Note that they are not defended (it's just a way to boost the economy to get techs so).
marcknop  [author] 9 Jul, 2019 @ 6:53pm 
TO ALL: DON'T FORGET TO PUT A THUMB UP (if the scenario pleased you of course) TO ENHANCE VISIBILITY AND EASE THE HOSTING BY GAINING MORE TRUST!
It's free, it's fast, it's fair reward and if you doesn't do it for me, do it FOR YOU (for more fast games starts)!
The front page of Steam workshop shows only last week most popular mods (and it enhances a lot the views, subs and thumbs up: it is snowballing!): DON'T MISS IT!
marcknop  [author] 9 Jul, 2019 @ 6:13pm 
New update (version 06):

1: now you can send a villager in Dale Great Hall to train and equip him as Dale militia with abandoned weapons and armors (meaning +6 attack, +40 HP, +2 armor). If he goes back to work, he will lose the bonus but he can train again and again after working (it's like conscription: take up arms when needed and go back in civilian activity after, bringing back the military equipment, etc).

2:The Laketown barbican has one house and one more tower now.

ENJOY!
marcknop  [author] 9 Jul, 2019 @ 12:16am 
New version released (05): fixes bugs with black arrows (Bard was having malus before bonus) and Erebor Armory (some heroes didn't get the weapons and armors bonus).
marcknop  [author] 8 Jul, 2019 @ 4:06am 
Lillilihapulla: probably tonight.
Thx for the interest. I will invite all friends as always.
sampokalle 8 Jul, 2019 @ 2:41am 
when you gonna host
marcknop  [author] 6 Jul, 2019 @ 6:22pm 
Scenario released TODAY! :steamhappy: Enjoy!