This member has provided no bio about themself...

Comment History  (0 - 30 of 39)
Melkor1
Melkor1 May 27 2014, 2:49am says:

IS this mod compatible with computers not running this mod in a multiplayer since only the graphics are changed?

+1 vote   media: Pikeman Line
Melkor1
Melkor1 Feb 11 2014, 3:20am says:

Nice job, cant wait for the final version ;)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Sep 13 2013, 3:08am says:

When the next update occurs, whatever it is, this will come before rome total war! :)

+2 votes   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 23 2013, 8:18am replied:

As long as they don't attack me with armies of 30 banner bearers any more I'll be happy ;)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 23 2013, 2:46am replied:

Well making it harder wouldn't have been a bad idea anyway, since at the moment the hardest AI is way to easy to defeat :P

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 20 2013, 12:55pm says:

The new town centre images are pretty cool! The only problem is the radius around them in which you can deposit resources is so small that the villagers cant walk around in the town centre. This isn't really a major problem at all, but it kinda messes up my start with 6 on sheep, because they can't eat up the sheep inside the town centre.

Also, could you tell me which civilisation can get taverns; the technology supposedly in the town centre(something I saw in the tech tree) ;)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 20 2013, 3:52am replied:

It would be kinda of fun to try making it myself, but I don't have clue how to make new graphics for trees :( Especially the epic new ones!

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 19 2013, 4:39am says:

Is there any chance that a small trees edition will come out at some point? Because even though the new tree graphics are awesome, it is irritating not being able to see where I'm putting my lumber camp 50% of the time :P

+2 votes   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 15 2013, 1:49pm says:

I'm just amazed that out of nowhere the TOME-Team has managed to get so much awesome new graphics made. Last time I tried to make a new unit for aoc by myself, after about 6 hours work, I still hadn't managed to even make 1/2 of the units animations :P,. Let alone practically 30 new ones!(and many more buildings) And not only that but in addition every single one of the new animations is of amazing quality!

+2 votes   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 15 2013, 1:44pm replied:

Warg riders would definitely be awesome :) but I'm pretty sure the lord of the rings lore doesn't mention spider riders anywhere. I think that was just created for fun by the makers of battle for middle earth 2(at least as far as I know!)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 12 2013, 12:20pm says:

Maybe it was your intention, but I did find it quite strange that Isengard can't get pikemen :P I guess wargs work quite well as a substitute, but its nice having more options!

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 11 2013, 2:56am says:

I think the great spiders for Dol Guldur are bugged. They are supposed to do 16 damage but really only do 8.

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 5 2013, 9:21am says:

All the civs are looking quite good right now except Umbar. They have good cuthalion, vangaurds and pikeman, but that's really all they have. Black numenorians are far to slow to be of use, tarkils and gondor port gaurd dont have enough armour, and gondor knights are simply not as good as other teams knights cost wise. The main problem is that to make use of the castles unique unit, they have to research too much technologies that cost waaay to much and take up time. By the time they finally reach the end and get black numenorian, they should suddenly have access to a great unit, but all black numenorians can kill is infantry and are too slow anyway.

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 5 2013, 8:14am says:

When's the next update coming out ? :D

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 4 2013, 2:30pm says:

Also I'm pretty sure that the taur Maethor and marchwardens have extra attack against siege weapons(I'm only positive about rams) and this is too powerful at the moment becasue the evil orientated teams need something to soak up their arrows to have any chance whatsoever of fighting them.
Some units like mumakil don't benefit from armour upgrades which is reeally important for them. The mumakil archer gets wiped out by everything a the moment becasue archers can destroy it easily and it does no damage, also the melee mumakil probably needs an extra range, the pierce armour it should have, and definitely more attack; its terrible against everything right now :(

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 4 2013, 2:25pm says:

Not sure if you saw this but, this is the full list of all the civilisation bonus' that don't work.
Angmar: Forge upgrades still cost gold; cavalry don't have +1 attack v buildings
Gondor: Healer/banner bearer range bonus doesn't work
Harad: +1 villager -125 food(9should be +2 villagers);infantry and cavalry don't have any minus armour.
Lothlorien: Cair alphen don't cost -50 wood.
Rhun: stables + 50% hp(not just +50 ; minor typo
Eregion: butteries and storehouses not free.
Mordor:The black orc upgrade doesn't reduce by 50% however the food cost goes up by a hundred but the gold cost goes down by 225.; The black speech upgrade in castle doesn't work.
Rhovanion: foot archers have no bonus attack v cavalry.
Minas Morgul: Town hall has extra los, but it doesn't show +2 attack in the town hall stats.
Rivendell: town hall work rate doesn't improve; healers aren't cheaper
Umbar: Only war ships cost -20%
I've checked and everything else works perfectly :)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 2 2013, 5:26pm says:

The way the wonders in this game were made is great! After a few multiplayers I discovered that its worth it to build one in conquest just to get the 50 extra pop. It also becomes a great idea to get one when fighting balrogs so wizards become available(I thought wizards were a joke at first, until I figured out how hard it is to take out 8 balrogs.)In particular I think the best made units were the swan knights, balrogs and elf lords. The swan knights are incredible units that beat almost everything bar balrogs, the elf lords being tank infantry good against almost everything but built veeery slowly and the balrgos which simply are amazing; ; all of which work great in the age of empires engine but are made excellently according to Lord of the
rings lore also :)

+2 votes   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 2 2013, 5:35am says:

For a cost of 85 gold the aithran unique unit for Lindon doesn't seem great at at all. It has exceedingly similar stats to that of a normal lindon pikeman except it has an extra range(but the normal pikeman has +1 attack);also it has no extra bonus' against cavalry which makes it a pretty useless bonus against everything but orcs.

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Jan 2 2013, 5:32am replied:

It doesn't actually seem like a bug though, because the wainriders attack is pretty bad, so it turns it into a tank archer that gets annhilated only by cavalry.Tested it out a few times in multiplayer and it works great!

+2 votes   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 26 2012, 3:36pm says:

My friend almost resigned when he discovered that wainraiders don't count as cavalry or archeres :) ; aka he sent 50 pikemen and skirmishers against 15 of them and got massacred :D

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 25 2012, 5:18pm says:

A few other thins I've noticed:
-Arnor castles have only 1000 hitpoints for some reason(even if you don't take the option that converts them into wooden forts)
-Great spiders have only 8 attack even though it says they have 16
-When I was playing it sure looked like marshals of the field did 20 trample damage :( ;mumakil and cave trolls don't do any trample damage, and the mumakils attack is wayyy to small( 3 uruk hai can beat one at the moment :P)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 24 2012, 2:29pm says:

Got the fill list of civilisation bonus' bugs! Might have missed a few things but I think I've tested everything.
Angmar: Forge upgrades still cost gold; cavalry don't have +1 attack v buildings
Gondor: Healer/banner bearer range bonus doesn't work
Harad: +1 villager -125 food(9should be +2 villagers);infantry and cavalry don't have any minus armour.
Lothlorien: Cair alphen don't cost -50 wood.
Rhun: stables + 50% hp(not just +50 ; minor typo
Eregion: butteries and storehouses not free.
Mordor:The black orc upgrade doesn't reduce by 50% however the food cost goes up by a hundred but the gold cost goes down by 225.; The black speech upgrade in castle doesn't work.
Rhovanion: foot archers have no bonus attack v cavalry.
Minas Morgul: Town hall has extra los, but it doesn't show +2 attack in the town hall stats.
Rivendell: town hall work rate doesn't improve; healers aren't cheaper
Umbar: Only war ships cost -20%
I think everything else works perfectly :)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 22 2012, 5:35pm replied:

The idea of a fear attack sounds really awesome :). The problem is, while testing it out the damage the nazgul did kept changing depending on what unit it was fighting(I made sure it fought units that had only second age upgrades researched and had no basic fear resistance) Against a kings men at arm it did 25 like expected, but versus a brigand it did 27, versus a dunadan chieftain 22, versus a black orc 24 and versus a normal pikeman it did 27. I was trying to find a pattern :P but the damage amount started getting kinda random between 22 and 27.

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 22 2012, 5:20pm says:

Ok, the minas morgul bonus' in the technology tree are mixed up with the rhun bonus'. I'm going to be making a full list of all the civ bonus' that don't work soon :)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 22 2012, 1:20pm says:

It would be cool also if you guys could add an option for choosing a random good or random evil orientated civilisation(instead of just random civ);because some units have bonus' aganst only evil units so this would make multiplayer games much better :)

+2 votes   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 22 2012, 11:59am says:

Could someone please explain to me how the Nazgul work :P
I still don't understand their abilities :(

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 21 2012, 5:32pm says:

At the moment using the rhudaur and dunland units as fodder doesn't really work, just because they cost gold. Some of them even cost as much as 40 gold! In a trash war it would make sense that those units are better than others since you have to purchase the ability to train them, but the fact that they cost gold just makes them fairly useless :P. If you get rid of the gold cost or maybe make them cost some number less than 5 (for gold) each I'm pretty sure it would work well :)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 20 2012, 1:41pm replied:

Ok it was the Roquentar I was talking about; the game said it was strong against archers I think, so I tested to see if they could beat the invincible taur Maethar, 40 against 40 and they lost; killing 2 and losing all :(

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 20 2012, 12:54pm says:

A few problems:
The majority of civilisation bonus dont take effect or are bugged.
Mumakil are fairly useless
Taur Maethor are practically invincible
The rhuduar and dunlending soldiers along with most orc options are useless; too expensive and lose to everything (maybe I'm missing something)
Arnor rams when making an alliance with rhuduar destroy castle in about 5 hits(I'm not sure if thats intentional, but it really shocked me when my friend wiped my base of 5 castles in 30 seconds :P)
Lots of the time armour research doesn't effect troups e.g for mumakil, orcs..etc(Dunno if thats intentional also :P)
The unique unit of lindon is completely useless at the moment.

This mod is incredible, so don't think I'm complaining please :)
I just can't wait for everything to be fixed :)

+1 vote   mod: Tales of Middle-Earth
Melkor1
Melkor1 Dec 19 2012, 2:30pm says:

So far I can only find 3 units that can fight the mirkwood unique unit :P

+2 votes   mod: Tales of Middle-Earth
Level
Avatar
Avatar
Offline Since
Jun 2, 2014
Country
Ireland Ireland
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.0
Mods
38
Media
1