Description

Extended version of the Kingdom of Arnor. It contains the regions of Arthedain, Cardolan and Rudhaur.

Preview
Battles of Arnor (1.1)
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Isildur014 Author
Isildur014 - - 90 comments

Some images of the map
Moddb.com
Moddb.com

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MaxysOfArnor
MaxysOfArnor - - 32 comments

Well I like the map a lot. It´s amazing to have such a map with two fortresses, although there is still some work to do. For example turrets in Amon sul don´t shoot, the gates are from Cirith Ungol and they don´t really fit in Arnor´s architecture plus Amon sul doesn´t have a gate, just a top of it and maybe you could add some ,,borders,, around Amon sul. I mean like Angmar first had to destroy Amon sul and then Fornost. It´s weird that you can immediately attack Fornost before conquering Amon sul. But it is just my opinion about the map. Keep the good work up.

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Isildur014 Author
Isildur014 - - 90 comments

Thank you for your feedback. let's step by step:

1- Regarding the towers of Amon Sul, they do not shoot because if I allowed this to happen I would be obliged to allow them to also be targeted (and destroyed), due to the balance. Thus, if they were destroyed, the scenario would be changed for the worse. Furthermore, I couldn't get them to be rebuilt. That's why I chose it that way. But that doesn't stop me from being able to solve this in a future version.
On the other hand, you can always put archers on the walls, which is why I chose wide walls. they provide a good and fun defense.

2- Regarding the aesthetic part, I agree with you, the gates of cirith Ungol are strange and out of place. I chose them because they allowed archers to walk overhead (Arnor doesn't have objects like that). In a future version I can improve this.

3- Regarding the mobile gates, they caused problems, mainly with AI, so I had to remove them, unfortunately. If I resolve this, the gates will be brought back;

4- Finally, with regard to "borders", this is a little more complicated to explain but I hope you understand: There were 2 reasons chosen for this decision:
a) Question of balance of the map, because the player 1 needed a flank area.
b) Furthermore, Fornost was geographically closer to Angmar than to Amon Sul. Therefore, I imagine - from my personal interpretation - that before the fall of Amon Sul Angmar he had made inroads and small unsuccessful skirmishes in Arthedain. I decided to include the valley between Weatherhills and the North Downs, where the raids would probably have come from. In other words, this valley is a friend of traditions.

But don't worry, over time you will realize that AI will try to take Amon Sul before Fornost (at least that's what happened to me over 95% of the matches).
Finally. Once again I thank you for your feedback and promise that I will take into consideration what you said for a future version of this map.
Greetings.

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MaxysOfArnor
MaxysOfArnor - - 32 comments

Well I would like to thank you for such a detailed response, I read everything and I understand and agree with you. I can´t wait for updates of the map. Bye and have a nice day. For Arnor!

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MaxysOfArnor
MaxysOfArnor - - 32 comments

Hey! It´s me again. I played your map for a while and I probably found some bugs.
First one is that when I tryed to expand population cap it only gives me 50 instead of 200, that means I can only get 1000 command points which is not a lot while playing in two fortresses. Second I cant select ,,Bloodline of Numenor,, spell for some reason and third is not a bug but suggestion about gates you mentioned earlier. In Fornost there shouldnt be a problem by adding classical Arnor gates. Archers wouldn´t necessarily have to be at the top of the gate, they can just be on walls. Or, (if it´s possible) you can try to add regular Gondor/Arnor castle gate. Once again it´s just my opinion and I don´t really understand how to make a map like that, but I like it a lot.
Greetings.

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Isildur014 Author
Isildur014 - - 90 comments

Once again I appreciate the feedback with the feedback. About the bugs.
1) And I agree with you about the command points. It was something that had not been resolved in the past. But I already revolved this in a trial version. I solved the problem of 50 CP instead of 200 CP. In addition, I programmed the initial command points to 1000, that is, with the 5 updates (200 each) the player will have 2000 CP in total. I think it is enough to defend the 2 fortresses.

2) I have to be honest about it: I had already identified this problem before the map was released, but I have no idea how to solve it. It is a very strange bug. But there is an alternative way to "solve it": Unlock all other powers around Bloodline of Numenor, that is, Lone Tower, Swords of Westerness, Formations of Arnor and Eagles Allies, that way, the Bloodline will be released (I I know, it sucks to have to unlock other things to get what you want, but for now, that's what you can do until I solve this problem)

3) Relationship with the gate:
a) At Fornost, the movable wooden gates belong to the Arnor faction, only the arch is Cirith Ungol.
b) The Gondor / Arnor arch is white and contrasts even more with the gray walls; it may seem counterintuitive, but the white Gondor / Arnor bow would be more displaced than Cirith Ungol's (Arnor's default color is Gray blue, very similar to Cirith Ungol's color) Another thing, the standard Arnor gate seen in the campaign of Angmar cannot be rebuilt if it is destroyed, so I didn't use it.

greetings

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super71
super71 - - 703 comments

I like the map, but I can't read the description unfortunately, would be cool if it was also in English.

For example the map has a glowing circle in the top left, but I have no idea what to do with it.

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super71
super71 - - 703 comments

1) the map contains 3 regions of the kingdom of Arnor
2)Some regions like the Great East Road, the Midgewater Marshes, Barrow-Downs and the river
3)as fortress cities of Fornost and Amon-S are present as well as some local villages
4)Amon-South Palace is not in the center of the map and is a building that can be captured and
a)training of heroic units and
b)wide field of view around the palace
5)there is a plan to expand outposts in the town of Amon Sûl
6)Player 1 starts in the city of Fornost, player 2 is in the Cardolan Hills region, the
7)There is a small problem with Edain Mod: a faction of Angmar does not manufacture siege weapons. I resolved
8)Suggestions for the atmosphere of the game
a)play with 2X1, an Arnor player in Fornost and 2 AI in Rudhaur and Cardolan respectively
b)2x1, Player with Angmar in rudaur and 2 AI in Fornost and Cardolan, respectively

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