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Turambar
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England
Apr 2002 time: 05:21
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Just had a thought. How about renaming the tobacco good to pipeweed and placing it round the shire?
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:21
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Turambar
Pipeweed is is, as well as mithril...
Well, it was a busy weekend - somewhat frustrating, but I think I got a handle on most of the issues. One issue is a major one, and I'm hoping it can be fixed via SLIC, because if it cannot be fixed, the Scenario will not work other than as a glorified Mod.
Some good to report - the files seem to be stable in playtesting. One thing I learned was to do all the city placement on a saved gamefile instead of a map file. It would of saved me some headaches...
Mordor is building a lot of military (good). I had to get a handle on the science/production rate of Mordor too, as they were researching/producing at a phenomenal rate, though the base numbers were not much different than Gondor's numbers. This is an area that will have to be tweaked over time though and through some playtesting - my testing was for a period of 40-60 turns with nothing being built by the human player either.
But here is the issue that I need fixed - IMO, its a major one because this Scenario is being built on the premise that Mordor has to be strong defensively in the early game, and also has to maintain that defensive strength for a good part of the game.
One of the sucesses of Cradle was that I made it so a player has to establish himself before being able to go out and conquer another civ - this works especially on large maps, because the combo of limited movement of units, the distance factor between early civs and the presence of Barbarian stacks does make it hard to make a significant dent in another civ. Because of this setup, the AI has time to get established so it is able to field some armies - plus, there are multiple civs in the game, so the human will face threats from all sides.
In this Scenario, all of these factors are nullified to some degree. Mordor and Gondor are right up against each other at certain points - this is unavoidable because I am constrained by the need to make the map reflect the book. Movement is already higher than normal because of the roads that need to be in place for accuracy. The human also has a network of cities in place, so he can focus more on military construction, and he also has the benefit of knowing the map if he has read the books - he will know where to hit. With all of this working in favor of the human, this Mod would be a cakewalk.
So garrison stacks for Mordor are needed, and they need to stay where they are placed. But...
...the AI is able to override a unit's movement of 0, so Mordor's garrison units are moving on the map. Bottom line, I need those units to stay where they are placed. Sauron has to stay in Barad-dur, the Balrog in Mines of Moria, and so forth...
I seem to remember that this was an issue with the garrison SLIC coding that was created by Wouter, but since this Scenario is not using the garrison code - (no new cities being built) - I need a modified version of that code taylored to prevent units with a movement of 0 from moving. And was this issue ever fixed with the AI???
Ths is the list of units that this code needs to fix. Although the Human player units do not move, I am including them in the list so down the line, a player can play Mordor.
UNIT_HURRICANE
UNIT_SAURON
UNIT_SHELOB
UNIT_BALROG
UNIT_WATCHER
UNIT_CATAPHRACT
UNIT_MOUTHPIECE_OF_SAURON
UNIT_SAURUMAN
UNIT_DEF_ORCS
UNIT_DEF_TROLLS
UNIT_DEF_ARCHER_MO
UNIT_DENETHOR
UNIT_ELROND
UNIT_GALADRIAL
UNIT_MILITIA_I
UNIT_MILITIA_II
If this issue cannot be resolved, I may table this work, or I have to rethink a lot of what I had planned.
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Turambar
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England
Apr 2002 time: 05:21
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Had a go over the weekend but haven't had a chance since. I'll email you soon about it.
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Turambar
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England
Apr 2002 time: 05:21
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Sorry I never got round to sending you stuff Hex. I did test it when I first got it but not long after the latop I did it on died and I lost everything on it. And since then I've moved to Uni and not had the time.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:21
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Well, with the discussion about the SAP strategies and the suggested changes, I decided to get back into the Mod and see what I could do...
I first tried to bump up the attack/siege priority numbers with little success. The AI was still not attacking Gondor cities and doing little more than the occasional pillage. But noticing the huge change in barbarian attack/seige activities with the new settings in my Cradle game gave me an idea. What if I replace ALL of the strategies in LOTR with the Barbarian priorities from Cradle? I noted that the normal Barbarian strategies were only geared toward a few things (attack, seige, pillage, harass - all other strategies were set at 0). So I did it.
Wow!!! 5 Gondor cities lost in the course of the first 25 turns - and numerous attacks on cities and units out in the field. Mordor was out for blood in a big way!!! And the nice thing is that I do not need the AI to do all of those additional things normally in the strategies - all it needs to do is build military, throw them against Gondor and keep competitive in science.
Needless to say, this is a major hurdle that has been cleared - probably the biggest one too. I still have a lot of work to do (the file crashed, message errors) and I wil have to rebuild the map from the point of city/unit placement (doing a reloadslic did not fix the problem, but placing new cities on the base middle earth map did not cause any problems in a short test, so I am cautiously optimistic). It may be awhile before this is completed, but I am encouraged.
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