Welcome to this mod made for fun. It makes the game more dynamic and crazy in the late-game. The early-game looks the same. Check out the HELP and INFO files. Please provide me some feedback in the comments below. I am still looking for game testers. :)
This version has been tested thoroughly by two testers, and is now much more balanced than before!
-The hero level up progression is reworked. It's now a much smoother progress. It went from exponential to quadratic curve.
-Hero experience multiplier for melee class is slightly reduced, due to heroes leveling faster with smoother progress.
-Good side's Camps can now be built outside bases and create their own green-zones. This makes it easier to create new bases. Another solution for this is preferable, but this will do for now.
-All units' damage multipliers to all original heroes are increased from 0.85 to 1.0. This is because it was impossible to give new modded heroes a 15% protection from normal units.
-All heroes have (1/0.85)x more base health. This is to compensate for the increased damage multipliers.
-Gimli's and Grishnakh's armor is decreased from 9 to 8 armor at max level.
-Frodo and Gollum have more health, attack and armor.
-Warrior, Wizard and Ranged hero classes have about 10% more attack at max lvl.
-Troll Bonecleaver and Huorn are strongly nerfed in attack and armor. Health is slightly nerfed.
-Troll Bonecleaver and Huorn are equally effective against buildings. Huorn has a 50% less bonus against buildings, while the troll has slightly more bonus.
-Troll Bonecleaver and Huorn are no longer immune to stun effects, like Spider Paralyze and Gimli's Sunder.
-Trolls and Huorn costs more population points to minimize tank spamming. Bonecleaver and Huorn: 7. Stonehurler: 6.
-Troll Stonehurler has a bit more siege damage, splash damage and splash range.
-Troll Stonehurler now gets more attack from upgrades.
-Fortress of Mordor and Stronghold now have in-built towers from lvl 3. Lvl 5 grants Ballista for Good, and Evil can upgrade Poison Arrows manually.
-Castles can now garrison units inside. It would make the in-built towers shoot faster, too. Even the AI uses this!
-Warg Riders got buffed from 10 to 10.5 in attack, and from 205 to 210 in health.
-Added high class workers on both side factions. They are called Dwarven and Elven Workers. They can carry 50 % more resources.
-Battering Ram is no longer immune to slow effects.
-Fixed stats differences between Gandalf's Grey and White forms.
-Activated AI bot difficulty level 4: Insane.
-Gimli, Varin, Grishnakh and Orcflanc Orc has 1 less armor at max lvl. They are now equal to all other warriors.
-Gimli and Varin nerfed from 25 to 22 base damage.
-Gimli and Aragorn (Anduril's Fury) now gains XP slower as the other heroes.
-Balrog got nerfed from 70 to 65 attack.
-Good Campaign is now accidentally broken. Not sure if it can get fixed without compromising Skirmish play.
-Set Rally Point feature is now broken in tech-houses level 3 and above. This is because of the towers overriding the right-click functioning.
-The hero Baby Spider is added into the game again.
-Further balancing.
-Add own descriptions.
-Make an Evil re-color of Dwarven Worker.
-Hero XP-thresholds adjustments and adaption between different classes.
-Add all the other hobbits from campaign.
-New fate powers.
-Fix the blank Khamul spell icon.
-Release a different version for playing campaign mode.
-Try to fix Khamul's free Bind Shadow.
-Nerf extreme fate/XP gain multiplier for some spells/special abilites.
-Make the hero stats more characteristic so that they fit their respective personalities.
-Attempt to make Battering Ram un-convertible by Saruman.
--------------------------
EvilMod Team @ ModDB for the modding tools. You have quite served the WOTR community well.
Thank you, TheRavenGames @ ModDB and Šeki @ Discord for play testing my numerous patches!
lbusanello @ Sketchfab.com for the ring's cross section in the title. I had to re-model the ring from it.
--------------------------
Q: Will you be updating this mod?
A: Most likely if you post a request in the comments below or if you want to test new inofficial patches.
Q: Can you add more features, such as flying dragons and pigs?
A: I wish I could. The current tools and accessibility to the game files are very limited. One would need the source code...
ITS HELL A OF A MOD! EVERYBODY!!!!!
glad to see there's still activity in the community
Hey bro, not sure if you're still monitoring but I came up with a list of recommendations for suggested improvements. I'm not an software tester by profession, but I'm an avid gamer and enjoy giving feedback when I see opportunities for improvements!
Yes, please. Give me some feedback, but I am not intending to put a lot of time on the mod as I am also working on a big game project.
hey bro after some time of playing game it came up with an unhandled exception error and saves the mini dump file in game folder please help me..........
Crashes are normal, the risk of crashes increases with population amount. Buildings also contributes, especially towers.
Hey, I have some suggestions can we add players like samwise and other hobbits which were there in one of the mission of good campaign
additionally, also the orc caption - Uruk Hai should appear bigger than the rest which was shown in the bridge of osgiliath
Yeah I want to add the hobbits but I don't know what to do with their stats.
I don't think I can make specific unit instances with same model bigger than othe others. It would make Slasher and Uruk bigger, too.
ı want to only 250 pop limit. how can ı do it pls help me
1. Get the modding tools from Files.
2. Unpack WorldVariables.lqr. with LQR Unpacker. You can unpack all lqr.
3. Open the unpacked WorldVariables.txt.
4. Edit "MaxPopulation = 100" or whatever it says. Save.
5. Pack the new txt-file with LQR Packer by typing "+WorldVariables", press enter.
Hey, just a heads up, the first evil mission in the campaign with Saruman is broken because the barrow-wight is a hero instead of being the unit available for the objective to create an Uruk-hai. And I think you're aware of this but obviously the elven and dwarven workers are unavailable for building in the good campaign for the first few missions. Other than that the mod is fantastic! Right now I'm just disappointed in not being able to play the campaign. Its missions are one of my favorite parts of the game!
Hello. Thanks, this is a known issue.
However, if there are any needs for campaign, I could make a campaign-friendly version of the mod.
Really glad you like the mod, though!
I had no idea there were still active members in the community!!
Yes, of course! It's just hard to find them. We even have a WOTR server on Discord :D
all i see on there is for the table top, how do you play on a server for this video game?
The official servers died for a loong time ago. So, we can only use the LAN multiplayer mode. VPNs (the virtual LAN types) can connect you to other players online, but you need to find them and connect manually.
Nowadays we have a lot of VPNs to choose from, and I think "Radmin VPN" is the most popular one right now.
Oh, and also, you have to tweak a setting for you "network adapter" on your PC to make it work for WOTR.
If there was a version that allowed to play the campaign that would be perfect!
I have fixed the issue with the workers. Scroll down a bit.
hey I still love this game and would like to see more updates, love your work
Hey, I was wondering if someone could make a mod to make Elf Warden and Rohan Archer trainable. Nothing more, just make them trainable and release that as a standalone mod.
They won't take upgrades if you don't mod the Techniques.lqr as well. And also, the TechniqueUnitModifiers or whatever it was called.
I have made a quick fix for the Dwarf and Elf Workers not being able to be created in the campaign with the first level of Stronghold.
Just drop the file in WOTR Mod Loader under the "PalMz' Insane Warfare v0.5.1 Upg Glitch Fix" in "Database". Replace the old file with this and then run the loader to reload the mod. Cheers !
(PS: There is another issue PalMz^, the tier 3 Stronghold has an issue with putting a rally flag. It just doesn't work for tier 3, but the tier 2 and 1 have the ability to place the rally point. Also had to point out that the upgrades from the Wilderness Outpost apply to Elf Wardens too. Also saw that the Dwarven Worker already has an evil version).
Anonfiles.com
Anyone reading this, must remember that you need to make sure that your multiplayer-friends also have the same version of every file.
Anyways, I wish to make a campaign-version myself, but it takes time and I am not sure if I still have the v0.5.1 source files. I have started on another version.
About the rally-flag bug. That's normal because the Stronghold and Fortress-O-M has tower-feature from level 3 and up. It overrides the click-function.
Question; are bots taking advantage of ecenomy cheat like the base game bots do in this mod? or do they use real resource prices for units? it would be great to have a hard bot that uses normal prices
No, the bot-cheats are not moddable. But I am so sure we can edit the binary or make a trainer to change it in real-time.
To achieve that, I think it would be the easiest to start by tracing the bot's resource variables in real-time with Cheat Engine. And from there, we could try to find the same "binary line" in the execute file.