If you aren't already try using a lower graphical setting, especially when facing spam happy factions like Mordor.
If you aren't already try using a lower graphical setting, especially when facing spam happy factions like Mordor.
It's not a map issue, it's because Sauron's regeneration timer is equal to Gollum's reclemation timer, but because Sauron technichally claims the ring as he regenerates, he transforms, but because Gollum also respawned, a new ring exists. I believe the Edain team are already aware, and either intend to lower the respawn timer for Gollum, or extend Sauron's regeneration by a few seconds.
I'm not sure the people of Rohan classify as squirrels.
Actually, Arnor and Angmar are also from tge Third Age, just about 1500 years prior to the events of the War of the Ring if I recall.
The AI will make additional camps and fortresses, but that applies only while the AI considers itself to be "wealthy" (has over 10,000 spare resources) and all active players / AI have at least one base built.
The map is broken in 4.4.1 (the fortress plots). It has been reported.
Just wondering, will we see additional voice clips from the films in the next version for heroes like Legolas, Eomer, Faramir etc. It was nice that a few got added for them, but with them only getting 2-3 each, it's still rare to hear them. Legolas I was surprised at only getting two, seeing as he also has quotes available from the hobbit.
It is possible, though at most 7 / 8 are controllable. Thorin, Dwalin, Balin, Bofur and Bilbo are recruitable, Fili & Kili are permanent summons from Thorin, Bifur and Bombur are temporarily summoned via Bofur, Oin and Gloin are temporary summons via Dwalin, and Ori and Dori and Nori are temporary summons via Balin (if I recall, the individual units might be from different heroes but all of them are summoned by a hero). Then to finish up Gandalf is a part of the spellbook.
On a bit of a side note any updates on the progress of the remaining spellbooks (Angmar, Lothlorien, Arnor).
I know Arnor's won't be revealed but it would be nice to know if it's completed or not.
The easiest way I found was to rotate the camera a bit and then click on the dead center of the wall above the gate.
The wall cranes and siege shield are actually going to make it harder to siege them even further.
That doesn't actually work for the fortress defenders in fortress maps, but does for all players outside.
In regards to this; perhaps a nice adjustment could be to have the old Marchwardens (currently summoned via Haldir) patrol the ring around the base perhaps once one of the upgrades have been purchased, similar to how Mirkwood can have the Palace Guard defending it - in fact perhaps this could be linked to the Systematic Growth spell, as sometimes by the time you'd be able to afford to purchase it, you already have the outer buildings at level 3 (due to how their xp mechanic works).
I'd rather we were just able to set up rally points for the Angmar "farms" as it were. So that the builders will go to those points upon spawning.
The W10 issue was with Intel Graphics Chips, I'm not sure if they have fixed it now, but the safest het would be to avoid them if possible.
Out of curiosity are you playing with custom heroes enabled? They can sometimes cause an out of sync error, especially when used in a faction they're not alignment / faction locked too.
You can only access outposts. The camps / castle build plots have been adjusted to allow only outposts to be built on them.
It's not that they die quicker, as the two you mentioned, Elrond and Glorfindel, are actually the tankiest heroes Imladris has access too. It's because in large scale battles troop presence helps protect them from stray fire, Imladris, in it's small numbers, make it a lot easier to focus down their heroes because there are less things blocking them. Your comment regarding Zaphragor is also a bit less relevant because of hero role assignment. Zaphragor is an odd blend of mass slayer, tank and hero killer, as he has a large health pool, unit clearing abilities, but also his innate attacks become stronger as his health lowers, meaning in a 1 v 1, if he were reduced to 50% health at the same time as the other, his damage would begin to spike up and thus out damage the other.
Price and power are not the same thing, look at the dwarves, their faction leaders cost 2600. In regards to Imladris vs Gondor for example, comparing them is impossible because you have to look at the faction as a whole. Gondor is able to mass produce medium to low cost units to protect it's signature heroes. While Imladris units are stronger by default their numbers are fewer and they are much pricier, meaning money flow is more vital for them than it would be for Gondor, who can improve their own economy. You also have to look at their roles. Gandalf and Elrond both have the mass slayer classification, however while Gandalf is more powerful in this from the get-go, Elrond improves as he levels, while also gaining unit / hero support / tank aspects thus becoming much more diverse than Gandalf at later stages. While this can be used to argue a cost increase also bear in mind the previous point, Gondor is much more readily able to protect its heroes and mass produce its units, while Imladris in their fewer numbers need to be defended more readily, but also have to apply more effort to defend them so the heroes are a bit cheaper, as they are a lot more vital than with other factions and need a lot mire time and money to get going. If Elrond and Glorfindel for example had their costs increased, then Imladris units would be far more vulnerable in the mid game stages and would fall behind massively compared to other factions that can maintain heavy troop presence if you also take into account that improving a barracks for Gondor costs 300 (base cost) and then 400 for level 2, Imladris has to pay 300, 700, and then an additional 1200, and even then their unit production speed is a lot slower since they're natural elites.
So to answer the question yes they are a bit on the cheaper side, but that's because it's far more expensive long term to protect them and safely utilize them without fear of constant focusing / unwinnable battles.
Not too sure about Saruman (though I assume so), but Gandalf the White is naturally incorporated into Gandalf the Challenge Master, as you need the spell to gain access to it.
So long as Nvidia is your primary graphics driver it will work. Intel graphics are problematic for the game in W10.
At the moment it's just armour, though a lit if people have asked for them to get forged blades as well. The problem with the Harad and Rhun reinforcements is that they're too inconsistent to be worth having to purchase the upgrades.
Easiest method? Update the mod on the laptop and then copy all files across to the PC via USB or Hard drive. Delete the root RotWK folder on the PC first so it's a clean transfer (don't uninstall though as it will retain the CD keys in your registry). Then copy the asset.dat file from the Battle for Middle Earth II folder to the one on the PC. You also then need to make a new shortcut for the launcher or simply replace it with a copy of the one from the laptop.
Angmar was kept in just because it was part of the Vanilla RotWK game. Which is also the reason Arnor was implemented as a sort of balance to their existence.
If you want to be truly technical. If the two factions following the Misty Mountains were both evil factions then it would still be 6 for 6. While it is not standalone and is accessed via a map specific feature, Arnor, while largely similar to Gondor, does have it's own unique features to it and is technically still a 12th Faction.
Overseers can also make Mordor Archers deal almost comparable damage with Elite Archers as well. Especially when applied to Dol Guldur or Minas Morgal archers.
I don't think its so much as a limit to the number of AI itself but a limit to the lines of code that can be used. In theory any amount of working AI is possible but to have higher faction amounts means each AI has to be streamlined to essentially follow one strategy, as opposed to being dynamic.
This has generally been the order. Isengard and Rohan were only reversed because of last minute changes to the Rohan spellbook.
Thus it should be Lorien -> Angmar -> Imladris
I doubt they would risk that after the negative feedback that came back from the "End Game" of Shadow of Mordor. I would be interested to see if the Nazgul get tied into the improved Nemesis system though. Imagine what the Nazgul could end up like if they were a part of it.
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