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...
First of all, I would have loved this to have been v1.0 . However, I really want 1.0 to have modded campaigns as well - something that is extremely slow going. Also yeah the picture isn't great.
Everything else has been overhauled. Balance. Buildings. Siege defence. And now, spells!
Middle-Earth is in your hands! Go forth to the War of the Ring!
MUST BE PLAYED ON LOW FATE AND HIGH RESOURCES, or else madness will follow.
***** BUILDINGS: *****
- MASSIVELY increased time + cost of Strongholds/FoM (see table below). This means that WoTR plays more like the classic RTS "Stone Age - Tool Age - Bronze Age - Iron Age"
- I put defenses on top of Strongholds and Fortresses of Mordor. This serves as a way for the AI to defend its base, as it doesn't build the amount of towers it should.
- All building HP buffed. This is partly due to the number of anti-building units.
***** UNITS *****
- What hasn't been overhauled?
- Okay, Uruk-Hai and Beornings are the answer to that.
GOOD SIDE:
- Rohan Archer is trainable from the Barracks as a T1 Archer! Balanced and the AI works fine. He gets Flaming Arrows in T2, which can wreak severe havoc on even T4 bases and torch those nasty Fortresses of Mordor.
- The Elven Warden is trainable from the Elf Sancturary in T3! Slightly expensive, but this is made up for his fantastic immunity to poison, making him a perfect Spider counter. In addition, he gets immunity to Slow, Blind, and Stun in Tier 5 - making him a powerful anti-spell unit.
- Dwarven and Elven workers will provide you with a great economy buff, if you can afford them and if you can protect them.
- Rangers have Healing Herbs, as well as Concealment off the bat in addition to being quite nice heavy infantry. They have a price to match, of course.
- Huorns start with Tree Form but deal 1 damage to units (but 40 to buildings). Upgrade them in T5 to deal massive armor-piercing poison attacks.
- Shieldbreakers have gone from "useless" to "insanely powerful."
- Lightbearer spells now all cast at once. Select up to ten and click the Shield or Light of Lothlorien (not Dispel), click your target, and all of them will activate at once.
- Elven Archers can gain the Trueshot ability in T5. In addition, select as many as you like and Trueshot any one target - they will all fire for 250 damage each. This really is an incredibly damaging upgrade - but keep their low HP in mind.
EVIL SIDE:
- Orcs are very cheap. This includes the Goblin Spearmen, which costs 15 food and no population. (Max pop of 50).
- Summon the Nazgul from the Tier 1 Fortress of Mordor! They now have the Witch-King's -2 armor bonus, and it stacks! They can be upgraded with Morgul Blades, which do more than just attack. The AI doesn't train them because if it does the game crashes when a Hovel is destroyed. They still summon them with the WK though.
- Giant Spiders deserve a special mention for "Unit Most Overhauled." They now have several dedicated upgrades, from simple stat boosts to stealth!
- Trolls have been renamed to more lore-friendly variants. They are also very powerful with passive knockback area-of-effect abilities (again, in T5 and very expensive). Flooding someone's base with Trolls is now actually effective.
- Slavemasters can heal your units! This was sorely lacking in the original game.
- Haradrim Slayers are now super-speedy.
***** HEROES *****
- Nearly all heroes have been greatly buffed.
- Gandalf can now gain his Ring of Fire in T5, which gives him a combat boost that he really didn't need anyway.
- Legolas and Saleme now get stealth! Saleme gets stealth in T3, but Legolas only gets stealth in t5.
- The Witch-King is now a power to be reckoned with!
- Aragorn has been "nerfed" - or more accurately, everything else has been buffed and he has stayed the same. You now might pick Legolas or Gimli as your Tier 2 hero...
- Instead of Frodo, Boromir of Gondor is your Good Side basic T1 hero! Comes complete with Horn of Boromir and a combat buff to all allies near him.
- Hobbits are implemented! They get super-stealth in T3 (one hobbit per tier, starting from T2), although the upgrade is... not cheap. Sometimes the WK can see them - sometimes he can't. Usually it's "can't."
I ask you - how much are you prepared to pay for information?
They're also great for keeping around Dragon Skulls you don't want the enemy to have!
***** PLACES OF POWER *****
- Sentinel Tree is 70% increase in LOS for Rangers and Wraiths (see further = better stealth detection)
- Statue of Felarof now affects heroes, instead of mounts.
- Some small fiddling here and there.
***** UPGRADES *****
- Completely changed. Only a couple of upgrades are the same. Now they're a way of making T1 units still powerful in T3, and perhaps trainable in T4.
- As for those units in T4, they get special upgrades. Bonecleaver Area Of Effect Knockback, Shieldbreaker Slam, Huorn's Poison, Elf Warden Immunity, Rider of Rohan Trample, Stonehurler's Knockback... the list goes on.
- The basic armor and attack upgrades are still there, but as a minimum do +2. Sometimes it's a lot more.
***** SPELLS ******
- Dispel removes poison
- Erkenbrand's Might of the Rohirrim has been given to Boromir
- Spells juggled around with some people
- Fate Powers almost all overhauled aside from the stuff that's hardcoded
- Shieldbreakers get Slam, which deals 150 dmg to buildings and is more than slightly buggy
- too many minor changes to remember...
***** FATE POWERS ****
- Firstly, I can't change the icon - they're stuck. I also can't change the effect - Murder of Crows will ALWAYS spawn those carrion-fowl.
- Blind now also deals Slow (There's a T4 upgrade which makes Trolls immune to Blind!)
- Heroic Legacy is unchanged because it's hardcoded
- Brambles is now the Last Alliance. This upgrades T1,2, and some 3 units into T3 and 4 variants.
Gswords -> Ranger
Rohan Archer -> Elven Archer
Rohan Rider -> Elf Warden
Ranger -> Shieldbreaker
Elven Archer -> Lightbearer
Beorning -> Elf Warden
I would have made it "Spawn some new units" but it turns out that's not possible. (Ent is hardcoded)
- Blessed Wind is now the Ancient Catapult. This instantly hits the target for 500 unit damage, or 750 building damage. It's a good deal more powerful than the original catapult.
Please do not summon this on enemy villagers because that's just broken. Make the game difficult for yourself and don't cheese!
- Summon Ent is unchanged, because it's entirely hardcoded.
- Bog is still the same (but cheaper). It's quite useful.
- Murder of Crows has kept is name but now turns all low-tier units into Goblin Spearmen. It does NOT affect:
Heroes
Cave Troll / Stonehurler
Olog-Hai / Bonecleaver
Huorn
Lightbearers
Shieldbreakers
It has an insanely small area of effect. It's particularly effective against spiders - especially stealthed ones.
- Vile Surge is now the Eye of Sauron. This does a heal, combat buff, and armor buff to all units in the area.
- Obelisk is unchanged, because too much was hardcoded & it's a very good spell
- Balrog is unchanged (because it's hardcoded, there's nothing TO change)
***** KNOWN ISSUES *****
- Let's say you have some units at 100/100 HP.
Find and Elven Temple and their HP shows 117/117 HP, or something like that.
Now lose that Elven Temple. Their HP will show 117/100 HP.
While in this state, they will be unaffected by [nearly?] all spells - your buff spells, their damage spells, and so on.
Attacking them with "regular weapons" will result in their HP updating properly, at which point spells can be used again.
- Your population will glitch to lower levels occasionally - as in, you have 50 pop "worth of units" and the game only shows 20/100.
Please treat this glitch with care, as the more units on the map the higher chance of the game crashing. Just don't abuse it and it's perfectly stable.
This is particulary gutting to the Evil Side, when the game refuses to acknowledge that you have Slavemasters and displays 0/0.
This is why the Fortress of Mordor now gives population.
- Game crashes whenever you're using a spell on a dead unit (eg Trueshotting a unit that just got killed, trying to Conceal as you get killed...)
- Hobbit Text IDs are not implemented. This has no gameplay impact.
- Campaigns don't always display new units or new upgrades properly.
- Campaigns may not allow you to train units (eg in the Iron Hills campaign you cannot train Shieldbreakers because you need Tier 4)
- Boromir is trainable in Good Side campaigns when he really shouldn't be (eg Mirkwood). Faramir is no longer trainable (no clue why)
loved the older version, look forward to playing this one
Thank you!
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.
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.
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)
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
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...
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)
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 :)
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)
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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oh and have a shameless plug for my levels pack:
Moddb.com
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
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)
"-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
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.
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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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!
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.
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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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
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!*