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Just wondering, has anyone ever had any sucsess playing this scenario as Isengard, as I remember there being an option to?
I tried it first siding with Mordor- I captured that Yellow good guy civ, and most of Gondor proper, but then Mordor backstabbed me and kicked my but....
I then tried siding with good.. I captured a few Mordor cities, including the one with the Baelrog- I did pretty good but ran out of time- Mabye more time should be allowed if you are playing as Isengrad?
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Lul Thyme
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Quebec, Canada
Aug 2000 time: 05:13
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My point is that I need to know which is considered the most up-to-date version (4.1 or your friend's) once this is known, we can make a list of thing to be done and once we agree do them. I think this protocol is pretty obvious and simple. I'll try to figure by myself which is the new one but you probably knwo and could save me time.
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Lul Thyme
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Quebec, Canada
Aug 2000 time: 05:13
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Ok I have jsut checked the catfish version (this is the best way to describe it). It has a lot of changes. I assume it is based on ver 4.1 because for example the islands are gone too (although it is possible you bought thought about it idependataly I dont think its the case). So I assume the catfish is the most up to date version we should start working with .( Btw why is the lordring.scn in catfish a few bytes different from the lordring from ver 4.1??). So anybody who wants to help here should get the catfish version. Personnaly i think its better to start with gameplay changes than aestethic changes. So even though some graphics definetly will need to change we'll start with gameplay. I'll get back with a few short comments soon and more a bit later.
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Lul Thyme
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Quebec, Canada
Aug 2000 time: 05:13
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Ok Catfish is definetly based on 4.1
I'm starting a game, lvl emperor playing as Gondor. Give me a few days for full comments. I won't use any cheap tricks (as defined by myself) although I'll test them after the game to see if they work.
Xyu plz get this ver as soon as u can if u dont ahve it and help me playtest it.
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Harlan
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Berkeley, CA, USA
Aug 2005 time: 21:13
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Xin,
The Catfish files are at least 1/2 MB, even if zipped. Can you handle that? There's no website to get them from.
As I said, I'm pretty burned out on this scenario, so I'm happy to leave it up to whomever cares such issues as settlers, new techs and so on. My only caveats are that A) ya'll try to be as true to the books as possible, and B) I can veto changes I really don't like.
That aside, Xin I'd like to see if you have antidotes to things like teleportation short of having "house rules", which is always a last resort. Most of those problems are gonna be there Catfish or 4.1. Some of them, like Nazgul traps, I'm stumped to think of anything. On that particular one, as a last resort, just keep having the Nazgul reborn, so long as Barad-dur hasn't fallen? But one could also just keep them frozen in one place for turns on end, no?
And Lul, as you seem to have figured out, the Catfish version is definitely based on the 4.1. I think the .scn file named Lordring is different cos he put his most recent changes in there, but you'll have to check it out to be sure.
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Lul Thyme
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Quebec, Canada
Aug 2000 time: 05:13
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The tech tree does need some work although I'm not sure it's a good idea to add good research (on first turn I sell libraries and university and put luxury at 30 %) it just doesnt fit with the books. I totally agree with Harlan about sticking as close to books as possible. I don't mind NAzgul traps that much it's ok if they stay in I just never use them personnaly. Taking settlers off isnt a bad idea at all. I think u say the scenario is hard because u set your expectations to high. You don;t have to be able to take all cities within time limit at deity. If this is unachievable, it doesn't mean the sce is too hard. I'll get back with more stuff once I've done more playtesting.
BTW I;ve never done any sce I bet I could mangae somethings but I'll definetly need help for the harder stuff. Now where do your competence on this stand Xin?
------------------
"But no living man am I."-Eowyn
Many have become chess masters -- no one has become themaster of chess. -Siegbert Tarrasch
The meaning of victory is not to defeat your enemy but to destroy him,to eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his every achievement and remove from all record his every trace of existence. From that defeat no enemy can recover. That is the meaning of victory. Lord Commander Solar Macharius
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Catfish
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Wollongong, Australia
Aug 2000 time: 14:13
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Allo allo, what's all this then?
I don't know what stuff of mine you've sent these guys, Harlan, but my files are based on version 4.1. I haven't touched them for what must be half a year now and have not played Civ2 for nearly a year, so I'm a bit rusty on what's going on.
I'll give a brief summary of some of my changes.
Shelob was missing from the original and was added to Minas Morgul. You won't need to add Shelob to the Events file - apart from that, this file is virtually full.
If you actually go through the Events and Rules files, you'll notice that Harlan has included some techs which have no purpose in the game whatsoever. It's obvious that part way through the development of the scenario, Harlan discovered alternative methods. I never bothered to remove them - they're basically harmless.
It was possible in the original version (4.1) to donate impossible units to your allies. They then acquired the prerequisite tech for these units and were then able to produce them. I fixed this problem by adding a few obsolete techs and gave them to the appropriate tribes.
I left settlers in, but prevented the Elves and Rohan from being able to produce them using the donation method, mentioned above.
Added Industrialization and Automobile techs to provide Rohan and the Elves with unique city styles.
Fixed the shield background problem in cities.gif
I halved the movement of the horsed Nazgul and doubled its range. I never actually playtested this feature, but Harlan liked the idea. In my ToT version, I actually had some of my Nazgul invisible as well.
I gave Saruman the ability to attack air units. The Game.txt said he could, but in fact he couldn't.
There was the problem of both The Balrog and Galadriel suiciding, the latter running out of fuel. Ignoring the possibility of these units attacking powerful defenders, make sure the AI is set to 3 (air superiority) to avoid these suicides. I hadn't touched Civ2 for a few months before I sent these files to Harlan and I believe I may have sent him a mixture of old and new - without some of the more recent changes.
Many of the other changes I made were cosmetic, adding bits and pieces to various files - I'm not going to detail them all here.
I think many of my units' graphics are place holders or partially complete, so I hope I don't see them floating around the net with my name attached without my consent. I'm sure I have more since working on the ToT graphics.
Bear in mind that all my changes were meant for my version only. I never intended to release them on the net - at least until Harlan got wind of them .
If you guys nag me enough, I might get back into it again - I've been in Civ2 hibernation. I'd probably prefer to leave the Civ2 version alone and work on a ToT version if I did anything at all. My main concern really was just to fix some of the outstanding bugs rather than redesign the scenario.
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Lul Thyme
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Quebec, Canada
Aug 2000 time: 05:13
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Hey Cat.
Well my main concern is that I have never done any scenario design. How about I tell you a few things that could be changed and you tell if it is possible.
I'm ready to do a lot more cosmetic change myeslf( for example add descriptions in the pedia for units and such).
Get me back on this
------------------
"But no living man am I."-Eowyn
Many have become chess masters -- no one has become themaster of chess. -Siegbert Tarrasch
The meaning of victory is not to defeat your enemy but to destroy him,to eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his every achievement and remove from all record his every trace of existence. From that defeat no enemy can recover. That is the meaning of victory. Lord Commander Solar Macharius
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:13
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Lots more discussion since I last checked out this place!
Catfish:
All your changes sound good with one glaring exception: Saruman attacking air units. The readme.txt and the books imply that Saruman was unable to stop the Ents. Giving him the power to attack air would make the D=4 Ents way too easy to defeat. Even if you countered by giving the Ents power to attack air, they are soooo slow and of course Saruman is a vet unit with D=10(vet 15) and 70 hps! Plus all around Isengard are hills and mountains giving him effectely double or triple defense. Even Gandalf cannot generally defeat him unless he stops on one of the few non-river plains or grass squares. Also, IIRC when a unit with the ability to attack air is attacked by air in a city, it receives X 4 defense: "Your Saruman scrambles to defend Isengard". As others have noticed, Isengard is already hard enough to defeat. There's no reason to make it harder.
CapTV:
How do you defend MT with Faramir moved south to take on Harad? All the Olog Hai plus The Grond around there always force me to keep him hanging around MT. Just one Olog Hai planted on the hills next to MT will kill two Pikemen every single turn. Two Olog Hai will kill four, etc.
Up north, how do you keep the Nazgul from killing all the Eagles in Eagle's Eyrie(sp)? Radagast and the Eagles can't attack Nazgul.
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:13
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Sieve Too: I have refined my strategy to deal with the Nazguls.
The first turn, use Gandalf to attack an Orc unit on hills (3 squares west of Eagles' Eyrie) to punch a hole to the Orc wall. Move Gandalf to SOUTH of the square then attack. Two Nazguls from Moria will try to attack Gandalf afterwards. On turn two let Gandalf back to Rivendale to have a rest, and move TWO eagles to the mountain square SE of the Nazguls, along with Aragorn (who can barely reach that square on turn two). The Nazguls will suicide against Aragorn. This will help the Elven city to hold out longer.
Also on the first turn, move Radagast to two squares NW of the Mordor city north to Rivendale. And on turn 2 move him one more square to northwest. Two Nazguls will try to attack him and stuck in the air on a plain square. Turn 3 Gandalf can kill the two Nazguls in one blow.
Use 'Nazgul traps' to let two Nazguls (one SW to rivendale, one north to hobbiton) crash. Then use Gandalf to kill the other Nazgul threatening Hobbiton.
Evacuate all non-city square in the South and pillage the roads and fortresses next to MT. The Nazguls will not attack the cities if you have a lot of units inside. They'll move North to attack the Elven city.
Wait till Aragorn is recovered then move him close to Moria, on a rivered mountain square and fortify him. Put the eagles above him to attract Nazguls. They should soon come and suicide against Aragorn (not tested).
Other tips:
Move Sam and Merry to north, trying to protect the Northern city. They'll arrive on turn 5 so I don't know if it is always possible to be on time.
Move Pippin south to escort for Frodo and the ring.
The Mordor Orcs will pillage the fortress on the road connecting Rivendale and the Cossack (?). After Legolas becomes vet let him kill the orcs on the way and move Boromir to the Cossack to protect the city.
Move Gimli through the hole of Orc wall to eagle's Eyrie and protect the city.
After the Nazguls are defeated use Aragorn and Gandalf to occupy Moria.
Using Ents and eagles to occupy all Isengard cities except its capital. Then concentrate your forces (Aragorn, Gandalf, Treebeard, Eomer, Legolas, ..., and a couple of ents) to attack the capital. The first 4 units are tough to kill.
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:13
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Sounds like some good ideas Xin Yu!
Question on using Radagast to attract Nazgul: When Gandalf attacks on turn 3, he hasn't recovered yet. Turn 1 he kills an tough Orc (and being a non-vet, he often takes quite a beating), turn 2 he goes back to Rivendel, turn 3 he's supposed to attack the two stacked Nazgul before resting a full turn. Do you mean turn 4 instead of 3? If so, Radagast will have to find something else to do for a turn.
Moving Gimli to Eagle's Eyrie: This will take a few turns since he doesn't have "all as roads" or "ignore ZOC" attributes. Suggest moving Merry there instead. He has both attributes as well as x2 versus air and can defeat attacking Nazgul, as well as anything else.
Moving Sam and Merry north(Lossoth?): I dunno if it's worth it trying to save that one isolated small city. Tying up two heros seems like quite a sacrefice. Here's what I do: I move a vet Hobbit and one of the vet Dunedain you get at the start up there and rush buy another Dunedain. The Dunedain can see 2 squares and hopefully detect incoming Wolves. If you also rush a Settler on turn 1, you can start mining the square to forest. After that, the vet Hobbit behind walls is enough.
Boromir protecting The Cossack: Again, I try to get a Hobbit there. On turn 1, the Settler starts mining the city square to forest. After that you have defense bonuses from rivers, forest and walls. Before that, an Eagle can defend reasonably well too.
I notice you didn't mention the south. At least initially, the major concern is Harad. Without a hero, you can't defeat any Mumakil that land. I try to get Boromir down that ASAP. He has the fastest movement.
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Ken Hinds
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1. Sieve Too, the Version on ACS in not 4.0 it is 4.1 or was 3 weeks ago when I download my copy.
2. Xin, I can tell you that I Deity for LOR 4.1 you may want to rethink some of your strategy. If you keep churning out defensive units along the river you need to have something that can stand up to the armada of gallies that Mordor puts on the river. I made it to turn 10 or 11 before I messed up and moved the ring without waiting for Frodo. I lost a lot of cities, but at about turn 8 Harun went to war with Mordor and cleaned out a lot of my problems. One thing I'm going to try this next time is go get a settler into Eagles Eyre and Entwood as soon as possible. If you can't get those cities go grow faster then you spend all your gold building eagles and Ents and use up your support too fast.
Ken
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Ken Hinds
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Well, I just tried the settler thing for assisting the Eagles and the Ents.
1. Settlers gotta have big time support, e.g., tanks with AP sabot rounds and a couple of Missouris or Iowas for backup.
2. Settlers are slow movers even with help from rivers. Orcs and Nuzgul are not.
On the plus side I did find a non-hero unit that can toast an Offensive Orc. A vet catapult inside of a city wall and river defense bonus just barely survives if it attacks an Orc that also has a river bonus.
Also, don't be dumb like someone, who will remain nameless, and forget that Faramir only has a defense of one and let him get stuck on the wrong side of the river at the end of his turn.
Ken
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