Description

Finally, One Balance to Rule them All has an update! The main feature is the Spell Overhaul. Summon the Last Alliance, or call down a catapult blast from the skies. Turn low-level units into Goblin Spearmen. Use the Eye of Sauron for a combat buff! Multiple balance adjustments, such as Stonehurlers having higher stats, many new upgrades - Spider attack, Troll attack, Shieldbreaker Slam, Elf Warden Immunity, Huorn Poison...

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One Balance to Rule them All - v0.2
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Guest
Guest - - 690,777 comments

loved the older version, look forward to playing this one

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aidenpons Author
aidenpons - - 68 comments

Thank you!

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Guest
Guest - - 690,777 comments

nice concept but here's my rant.
upgrades require tons of resources i played evil and it took me almost 4 of each resource. one resource, max 10000 still not enough plus workers carry only 10 food and 9 ore thats slow. imo no upgrade should cost more than 600 resource each.
looking forward to next version.

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aidenpons Author
aidenpons - - 68 comments

You're missing the point of those lategame upgrades. The point of anything that costs more than 1000 of any resource is to push through a stalemate.

In any RTS you reach a stalemate. Consider vanilla - Good side spamming Huorns, Evil side spamming Bonecleavers and Uruk-Hai. It came down to who could spam the most (& a bit of AI-abusing).

Despite owning half the map, there was nothing you could do but spam back, as your resources multiplied like rabbits (as this screenshot above shows - I have 3k of each resource and not much to spend it on).

Now, when you do own half the map, and your spam is up against their spam and you've got 3k loafing around, these upgrades come into play. You can break this lategame stalemate. You can afford these ultra-expensive upgrades (some of which are too cheap, like Elven Archer Trueshot and Wraith Armor Bonus), you can bring a quick(ish) end to the stalemate.

You also don't need all of them. Do you need OP stealthed spiders, knockback Bonecleavers (to knock the Spiders away), AND Stonehurlers with a range higher than most units' LOS? Or can you go with just one?

Evil Side does fare worse than Good, it must be said, and I'm unsure why this occurs and what I can do about it. They have a great deal of difficulty trashing a Lvl 5 FOM without Balrogs...

These upgrade are there as an ultra-lategame way to spend all your spare resources on a way to wipe the map with a steamroll. They are not neccessary, they just make the endgame quicker.

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aidenpons Author
aidenpons - - 68 comments

oh and not to dissapoint you but 'next version' will be in a very long time as IRL is very busy, although I will probably release a patch to fix some glaring issues (T2 stronghold having waaaaaay too powerful defenses, no clue how that slipped through)

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carnsolus
carnsolus - - 11 comments

have played it
loving some of the updates so far, the strongholds fighting back especially

was wondering if you could look into making resource spots have far more resources (i was myself looking into it, or making them regenerate, but no luck getting anything to work)

i'm running into the problem often of the enemy just quitting when the resources are up and then its no fun to beat them.. the ai is never efficient with troops or resources

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aidenpons Author
aidenpons - - 68 comments

I have thought about resources yes. I've noticed some things:
- This mod must be played on High resources, anything else is madness :p
- The Hard AI cheats with its resources. It seems to get them twice as fast and depletes them at half the rate. The Medium AI only slightly cheats (estimates are 1/6th free resources and use them up 1/6th less).
- This means that the Medium AI will sometimes starve, sometimes even on T4. Usually if the map is 6 players or less I've obliterated all Medium AI before they starve. One intention of this mod was to make fighting earlier more useful :P
- The Hard AI typically starves around the 1 hour mark, or a little later, if you've been careful to smash its colonies.

Speaking of those colonies... The AI will only ever colonise something once. It might be colonised by two separate AI at different times of the game... but each AI only gets one shot at colonising one spot, ever. They also won't retrain any vils there, so you can kill all their vils and run off.

- Resource amounts need an increase for this mod, but "High" is quite usable for the most part, in the interests of preventing 3-hr long slugfests (by which time the game will typically have crashed)...

I haven't edited these values specifically, but I have edited WorldVariables.lqr . You probably want to change the LowOreObjectMult / DefaultOreObjectMult / HighFoodObjectMult values. Those should give you more resources. (They're multipliers of 4500 (I think.... Either way, they're multipliers). Eg 0.666666666667 * 4500 = 3000, the amount you get on Low.

Also, SOMEWHERE I found what looked like regenerating resources... but I can't remember where. GameResources.lqr, maybe?

My current limitation is the AI. Its treatment of resources and colonies is ABSOLUTELY AWFUL. It also doesn't like to target towers if there are any units in sight, so Aragorn can run around whilst the Stronghold does all the work (an excellent strategy when you're out of resources waiting for them to starve, but you've got just enough resources to make one or two colonies but don't want to risk your last resources).

THIS BEING SAID, I really should make "Low" the current amount of resources (maybe a little less; 7k?), Medium about 15k, and I agree that a "High" of 50k could be quite fun to play around with :p

I should do that... it's only an edit to one file...

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aidenpons Author
aidenpons - - 68 comments

YOUR WISH IS MY COMMAND (okay it's not that bad :p )
Moddb.com

Low -> 8000
Medium -> 15000
High -> 45000 (= for all intents and purposes, infinite)

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carnsolus
carnsolus - - 11 comments

thanks so much :)
when i tried doing it myself, it just broke and i couldnt figure out why

i'll check out the levels too, thanks :)

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aidenpons Author
aidenpons - - 68 comments

Hmmm... regarding your broken crashiness, you did remember to keep the f on the end of the number? That essentially tells the game that it's a decimal*. Without it I suspect everything will go pear-shaped.

* strictly speaking, that it's 'floating point;' can be decimal. As seen elsewhere, such as SpellAndEventAndActions, the game also has Long (big number that is NOT decimal), Integer (rarely IIRC), and Boolean (on/off)

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carnsolus
carnsolus - - 11 comments

i dont remember
that could definitely be it

what i remember is simply altering the number, starting the game up and getting only a single resource in each spot... which didnt go away until i put the original number back in

there may have been mo0re to it though that i dont remnmeber

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Guest
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aidenpons Author
aidenpons - - 68 comments

oh and have a shameless plug for my levels pack:
Moddb.com

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carnsolus
carnsolus - - 11 comments

bit more feedback

-strongholds attacking... love the idea, not really the execution
level 4s are nigh impossible to kill and level 5s are actually impossible (unless using invisible units or spells that cancel ranged attacks)
definitely impossible for the ai to kill

my suggestion would be to have them do normal arrow damage, but faster at higher levels
1 arrow at level 2
2 at 3
3 at 4 (plus a ballista, maybe)
4 at 5 (plus maybe two ballistas)

-with how strong balrogs and ents are compared to your heroes, they may as well be made infinite duration

-love the gimli change, keeping him supertanky but taking away his superhigh damage and giving him more normal damage

-possibly try make fortresses be able to spawn workers (for balance). Many times my ally lost his goblin hovel and couldnt create more workers whereas a stronghold on the good side would be able to defend itself and can keep pumping out workers

possibly the ai wont actually use that new spawn thing though

many units are quite fun to play with now, whereas in original theyre just garbage, so i'm definitely loving it

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aidenpons Author
aidenpons - - 68 comments

Strongolds need a bit of abusing, but they're definitely killable. Usually what happens is you summon a Balrog/Ent next to the FOM/Stronghold and let THAT tank fire, then send all your units in. However, I haven't extensively tested beating up Good Side Strongholds with Evil Units, so that feedback is useful.

If you're the Good Side, you can just catapult blast it into oblivion, which requires usually the same fate as an Ent.
Evil Side, you can throw down an Obelisk and throw Eyes of Sauron (which stack up to ten BTW) on all your ranged units (or Balrog as well, cause it's a heal + armor bonus + 20% attack bonus, so you get some pretty scary stats when you've stacked it :P)

Strongholds are so powerful to deter just rushing in their and slaughtering all their villagers. ESPECIALLY with buffed heroes, you can more or less just run in, use Gimli to steal a tower / Grisnkah to torch one, get Saleme to use multihit blades to kill all their vils, use Legolas to Trueshot any spare Slavemasters they might have, and generally hero-bash the place.

Strongholds are definitely killable and I can go into more detail on the strategies I use from both sides (will send you in PM)...

Because I cannot get the AI to build more towers, and I cannot put towers on all buildings lest it breaks, the AI is absolutely atrocious at defending its base. In a classic 1v1, wait for them to slaughter their invasion on your towers then send all your units in to a more or less undefended base.

See, one more tower arrow is more or less neglegible. You can ignore the FOM and trash their Hovel and their vils. Do that and you can pick up the pieces later; you don't even need to smash the rest of their base. If I were to make it the equivalent of 3 Ballista Towers, I'd still probably ignore it because of its insane HP in favour of just smashing their Hovel.

.... that being said, with Good side you can't 'smash their hovel' because their vil train point IS their Stronghold...

.... Hmm, I will experiment with giving them a major nerf. In the meantime, lemme knock up a quick reload time reduction that should drastically lower their damage.
Dropbox.com
Shove BuildingDefenses.lqr in your Database folder. It's a slightly-lower-than-half fire rate for all Stronghold defenses (bar the FOM Stun Poison, which I quite like :P)

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aidenpons Author
aidenpons - - 68 comments

"-with how strong balrogs and ents are compared to your heroes, they may as well be made infinite duration"
Huh? I don't get it. Balrogs and ents are much stronger, or about the same, as heroes? :S
Infinite duration seems a little... odd. I've considered allowing the AI to train them though (it's possible to allow the AI to train a unit that you can't).

-possibly try make fortresses be able to spawn workers (for balance). Many times my ally lost his goblin hovel and couldnt create more workers whereas a stronghold on the good side would be able to defend itself and can keep pumping out workers

Nah, it's not possible to get the AI to do this. Each unit can only be trained (according to the AI) from ONE building. If I make them trainable from the FOM, the AI will not train them from the Hovel. (The player can do both, but not the AI).

That said, I could just get the game to start with a Lvl 1 FOM instead of a Hovel.... but that feels a little out of kilter from the original game. Still not a bad idea though :P

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ramanuja21
ramanuja21 - - 3 comments

Hey aidonpons,

I tried merging the Database and Archive folders to my game folder. However, the game just doesnt launch. The version of my game is v1.01.0011. Please help.

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PalMz^
PalMz^ - - 123 comments

I am not sure if Aidenpons uses the patched version of the game. You could go ahead and try the original v1.00.0011 (ish).

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Guest
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Jamza90
Jamza90 - - 6 comments

How did you rename the trolls? Im a beginner but im assuming you have to unpack the h2o files and somehow access the txt files there? If you could put some of your modding on youtube that would be heroic!

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MadMorrow
MadMorrow - - 1 comments

Heyho
I really enjoyed your mod since I've rediscovered the game lately.
But if you're still working on this there are some things that are a little bit unbalanced.

Gimli is too overpowered. He has way too much hp and armor. At the same time the cooldown on his stun ability is way too short.
I played against an easy npc and I was not able to kill gimli with Boromir, 4 rohan riders, 2 gondor swordsmen and 3 rohan archers.
It's okay to give him more hp because he's a dwarf and should be tanky but then he has too much armor at the same time and the cooldown is too short.
Boromir e.g. has not even half the hp of Gimli and has absoluteley no chance against him (boromir should at least give him a tough match).
So Gimli kinda destroys the early game with being nearly unkillable (he is much worse than Aragorn in vanilla)
It's pretty cool you made the hobbits recruitable.
I 'm not quite sure but they seem quite weak to me, what is reasonable because they are hobbits but nonetheless they are heroes and should be able to keep up with a gondor swordsman. So I think you should give them a little buff and make them tier 1 heroes for 1 fp or so.

These are only my first impressions. I'll come back later for sure and I really hope you're still active.

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Guest
Guest - - 690,777 comments

There is only one problem. All the files work except the "unit" file. When I copy that over to Database the game won't start. Any idea what that might be? This mod worked for me before and I loved it but this problem occured. Ay idea what that might be? :)

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Guest
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patch666wright
patch666wright - - 1 comments

Hi mate,

Don't know why but I followed your instructions in the readme and my game will no longer start, it just opens up a little black box which then disappears and that's it. Not sure if you can offer any help but it doesn't seem to work for me.

Thanks

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lotrfan123456
lotrfan123456 - - 1 comments

Hi, any way to run this mod with widescreen 1920/1080? I've only got this mod to run on the original base game, not the new patch. However, all widescreen patches are for the newer patch which is incompatible. I'd appreciate some help if at all possible, thanks. *Love the mod btw!*

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