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Lords of The North 1.2

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The shadows of Angmar rise again in the North. While Arnor is trying to recover, orcs and black men come down the hills of Rhudhaur to threaten the Dúnadan realm again. The greedy Dwarves and the haughty Elves will likely interfere in the conflict to monopolize the human lands.
A new age is about to begin! ; Liege Man, Gallant, Doughty, Tyrant, Bandit, Trader, Young, Old or whatever you are, you are the Lords of The North !
You will have to thrive, find new allies and protect your lands in these uncertain times. New conflicts will rise, kingdoms will fall, corruption will grow, Lords will die...







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Kind of Map : Anno-like (Rpg/Builder/Diplomacy)

Number of Players : 1-8

Players : Arnor, Angmar, Elves, Dwarves and 8 players.

Gameplay : You choose a Lord (hero) to begin with and a location (town) on the map. You will then have to make your region prosperous, sell your goods, make alliances, declare wars, seize new towns... You can actually play this game the way you want... And still win!

Victory : Reach the victory conditions set by the host (difficulty), according to the Way you chose : Mayor, General or Outlaw. See Victory for more information.




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Leveling

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Before 1650 T.A (Third.Age) -The influence of Gondor decreases in the South, while the one of Umbar is growing. The ambitious prince Sangahyandion, son of the current consul of Umbar, takes the head of a powerful army and in only 1 year, conquers all Harondor which he makes his realm.

~1650 T.A -The talented and fiery strategist was taken by his run-up and invades Ithilien. During the Battle for Ithil, he seizes Minas Ithil. He also plunders Pelargir but doesn't manage to control the city.

~1653 -In spite of its successes, the armies of Sangahyandion are manhandled in Ithilien because of guerillas. So he decides to continue his plan as fast as possible and begins the siege of the capital of Gondor : Osgiliath; but the armies of Gondor are now organized and repel his attack during the bloody Battle For Osgiliath. After this failure, the prince is chased away from Ithilien and Pelargir began its recovery.

~1660 -After a time of raid and guerillas, the Gondorians launch a counter offensive against Harondor and Umbar. During the Battle to Umbar, the King Tarondor manages to force Umbar to stop its support to Harondor by making a daring blockade of the Heaven and after a few naval victories.

~1664 -The Harondor begins to decline and Prince Sangahyandion takes refuge in Ramlond, leaving his realm to the assaults of Gondor and Umbar which agreeded on sharing out the realm at the Treaty of Linhir. This period is a time of opportunity for all ambitious Lord.
In the scenario Lords of Middle Earth, you control one of these lords that have been ruined by the late wars and take a new beginning.

~1672 -The political instability of Northern Middle Earth reaches its height with the unstopping raids of Angmar on Arthedain and the freezing relationship with the Elves and the Dwarves. A large-scale War is in the air and the strife-torn land of the North might not handle a new outburst of violence. As a Lord in Lords of the North, you will have to take advantages of the wars of the Great Powers, thrive and expand to become the new leading faction of the North.

Write the next instalment of this story ! Rule Middle Earth !

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Map Screenshots

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Political Map



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Staff



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Original map creator, Producer and Editor : GolluM[KoMe]

Map based on Lords of Middle Earth which is based on Battle to Umbar which is based on Battle for Osgiliath which I started from scratch :p

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0.3



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-Brace yourself, Weapon System have been wiped out ! You don't need any weapon in your stock to produce any soldier from now on
-When you add 1 Horse, you now get 5 in your stock, 7 if you're a General and 9 if you specialized as a Marshall
-Now Factions declare war on one an other (or Peace) + to their ally players whenever their Faction Power becomes too high or too low. WWIII in Middle Earth !
-Costs of the Goods you can sell have been increased AND balanced ;)
-Now the Specialization Godfather gives you a Tax Rate bonus
-Picture of the Outlaw Warfare added
-The number of Charges that can carry a slot (per item type) have been greatly increased
-Some annoying creeps have been moved
-Pets of friends added on the map, gotta catch'em all !
-Many little/average/big bugs removed :p

Notes


If you enjoyed the map, please rate the map, it helps a lot!

Open



You can increase your 'Town Level' at your main building, which requires wood, gold and also a specific amount of Inhabitants (See Advanced for more information about population). Each level will unlock new buildings and units, but also diplomatic options and new heroes.

After reaching level 2, you will be asked to choose your Way: this is the way you want to play the game. It will change your gameplay as you'll have different objectives to reach to win the game.

Mayor : your main goal will be to expand your town as much as possible to get more Inhabitants, but also to produce a lot of goods to get Gold. Nevertheless, you will also have to seize foreign towns to be able to reach the conditions to win: you have to win economically to have the best army.
You get bonuses on Trade Rate and Tax Rate, and even more if you specialize after level 4.

General : your main goal is to expand militarily to seize as many Towns as possible while Killing a maximum of units. Nevertheless, you will also have to build up an economy important enough to support a constant army to reach the conditions to win.
You get bonuses on Upkeep Rate and Food Rate.

Outlaw : your main goal is here simple: get as many Gold as possible while Killing a maximum of units. Nevertheless, your diplomatic conditions are tough: you are constantly at war on the four factions and you can only ally other Outlaws.
You get bonuses on Upkeep Rate and Selling.

After reaching level 3 or Specialization, you will be able to pick a new Hero according to the Town you chose at the beggining and your Warfare.


Warfares

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Arnor Warfare

Angmar Warfare

Elvish Warfare

Dwarven Warfare

Outlaw Warfare



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Basics : When you reach level 2, you can choose between Arnorian, Angmar, Elven or Dwarven Warfares; unless your Way is Outlaw which automatically get you the Outlaw Warfare. The Warfare ONLY determines the kind of units/items/upgrades you'll be able to produce; it has no impact on diplomacy. The only other impact of the Warfare is the heroes you'll be able to pick at level 3 and after specialization.

Differences : you should choose it wisely as it will shape of your army:

Arnorian Warfare: Versatile army with the best cavalry and the best siege weapons. The updates are mainly based on the armor. The Arnorian heroes have not been made yet (there will be some Istari); they will be mainly based on Intelligence.

Angmar Warfare: Huge army with cheap units, with the best tanks : Trolls but the worst archery. The updates are based on the troop production. There are already 8 Angmar heroes which are mainly based on Strength.

Elven Warfare : Expensive elite units with the best archery. The updates are mainly for archers. There are already 5 Elven heroes which are mainly based on Agility.

Dwarven Warfare : Resistant units with the best infantry but no cavalry at all. The updates are mainly based on the armor. The Dwarven heroes have not been made yet and will be mainly based on Strength.

Outlaw Warfare : Versatile army with the best specialized units; this warfare is shaped for the Outlaw Way. The updates are based on looting/plundering. The Outlaw heroes have not been made yet and will be mainly based on Agility.





Victory Conditions

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At the very beggining, the host can set a difficulty of the game which shall determine the goals of each player according to the Way they're going to choose at Level 2.

Nevertheless, the host can also set specific victory conditions with specific criteria with a certain amount to reach for each : Gold, Population, Number of Towns and Bread or Whine in Warehouse. The new created condition set will be for each player (regardless of their ways) and replace the classic one. This is not adviced to make up your own set if you don't know the game or if you want it to be the fairest for each people. This is for advanced players that look for new challenges.


Town Development

Production

Population

Diplomacy

Factions

Commands


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The first thing to do when you get your Town is to develop Raw Material production. Each Town has its own set of production possibilities (that are based on its position on the map). To use them, you just have to click on a production site (circle of power on the ground) and upgrade them. They shall then be upgradable after each new Town Level.

Then, you shall be able to pick them up in your Warehouse in order to sell them. The goods can be sold in selling places in Fornost, Carn-Dûm and Khazad-Dûm. The easiest way to send the items there in to place them in a Packsaddle Horse and then use its Automatically Go to the Picked Place, a location that you can change (shortcut : 'e').

The smartest way to make money is not to sell directly your raw materials, but to manufacture them before, thanks to building that shall turn for example Grain into Bread which costs much more.

Hints : you should check the multiboard to know in which place it's most profitable to sell a specific good: if you sell your goods at the same place, the prices there will go down quickly and you would lose a lot of money : the prices fluctuate from 130% to 70%.

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There are three kinds of Inhabitants according to their wealth : Poors ($), Middle Class ($$) and Upper Class ($$$).

Jobs : each building you make will provide a certain amount of jobs for each kind of inhabitants.

Housing : you can make three types of houses for each kind of inhabitants.

Growth : each x seconds, a new inhabitant will settle in your town if it has a vacant job and a housing, still according to the wealth.

Hints : you should check the multiboard rather often to know if your town misses a few more houses : having a lot of inhabitants is always a good thing as each inhabitant pays taxes according to his wealth.

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There is a complex diplomacy in this game and this is a big part of the gameplay so you should read it carefully (though it's explained ingame ofc)

To use diplomatic options, you click on Diplomat in your city hall. Here you can pick between 8 possibilities :

Alliance with a Player : the game checks each persons you can ally with and opens a menu in which you pick who to send the request:
Restrictions
The player must be at least level 2
You/the player musn't have an other ally player
You/the player musn't have different ally faction
Outlaws can only ally other Outlaws
The player musn't be at war against your ally faction​
Consequences
You share vision
You share ally faction : if you/the player is already/becomes allied with a faction, the other one will too
You can send each other resources (instantly) thanks to the trading post
You DON'T share victory ;)

Declare War on a Player : the game checks each persons you can declare war on and opens a menu:
Restrictions
The player must be at least level 2
You/the player musn't be your ally player​
Consequences
You can attack each other​

Break Alliance with a Player :
Consequences
Cancels the alliance between you and your ally player
You can once again declare war on each other​

Peace with a Player :
Consequences
The player can accept peace... or not :)

Alliance with a Faction :
Restrictions
You can ally only one faction
Your ally player/you musn't be at war against it​
Consequences
You share vision
You help increasing the Faction Power of the faction : number of town controlled by the faction and its allies. It impacts on how powerful the faction will be (number of soldiers produced) and how other factions feel about this one

Declare War on a Faction :
Restrictions
You musn't be allied with the faction​
Consequences
You can attack each other
The faction will send troops to your main town, but also at the towns on the map next to ones that are owned by this faction

Break Alliance with a Faction :
Consequences
If you own towns that first belonged to the faction (at the very start of the game), the faction will declare war on you
Your ally player will get the same effect as you as you share ally faction

Peace with a Faction :
Restrictions
You musn't own its capital
Your renown must be below 120​
Consequences
All the drawbacks of the war are cancelled
The faction will send troops to your main town, but also at the towns on the map next to ones that are owned by this faction
You must pay a certain amount of Gold : 2000+1500*number of towns originally owned by this faction


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The factions are played by the computer and don't have a true AI, but they will react to what happens during the game (sometime randomly).

They will send troops to the towns (map area)
owned by its ennemies (player and/or factions). Troops will spawn repetitively until a town is seized. These attacks are only triggered if a Town owned by the faction or an Ally Player is next to it; the spawn will be made in the nearest one.
The strength of the attacks are based on the Faction Power of the attacker (see diplomacy) and on the Renown of the target (the 'threat' of the attacked Town).
They also send troops directly to Player Towns, directly in it, regardless of the position on the map. The strength of these attacks are also based on the same criteria.

If a faction reaches certain amounts of Faction Power, they might be considered as a huge threat by the others. Therefore they might declare war on it and on its allies.


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Here is the list of commands you can type to ease your gaming experience :

To get the hint list:
-hint

To change view type:
-min ; -med ; -far ; -very far

To choose your height :
-set number (~beetween 500 and 3500)

To order to all your units to Hold Position:
-hold
/ -stophold

To order to all your units to use Defend:
-def
/ -stopdef

To debug your Warhouse :
-debug


To know your Renown :
-renown


To know everybody's Renowns :
-renowns


To know from how many time you play :
-time


To Debug your warhouse that can be stuck :
-debug


To Find the Colonies on the map if you are an Outlaw :
-colonies


To know the Faction Power of each faction :
-factions


To know the Number of Towns controlled by each player :
-towns


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Scenario

Map Story

Map Influences

The Map In Numbers


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I started to work on Battle For Osgiliath (from scratch) in 2007 thanks to Lindëfirion, with my poor knowledge of roc maps with my late map Battle For Middle Earth 6.5. Most of the units/skills of LoME/LoTN are still from this map.

After ending that rather bad but appreciated map, I started Battle To Umbar by erasing the terrain of Osgiliath. After a while I thought about doing a trilogy, so I gave the management of the first map Battle For Ithil to my half brother that is still working on it (also originally based on Battle For Osgiliath).

Battle To Umbar was really appreciated but the map never really worked and in January 2010 I decided to make an other kind of map with the same terrain to save time and to keep spreading the story of this period : Lords of Middle Earth. The map came out in March 2010.

As the terrain was not really fancy to be played on because of the sea, I decided to move the war in the northern Middle Earth, with more fantasy creatures which is really appreciated by the players. I wanted the game to be simpler and faster while remaining complex. So I started Lords of The North in September 2012 and ended the first version in March 2013, hoping I filfulled my objectives and your expectections ;)

You can find these maps on my poor website : http://warlotr.free.fr/

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Of course, my main influence comes from the Tolkien's universe and from the maps of the Lord of the Ring on Warcraft.
Influences also come from old strategy games such as Age of Empire, Age of Mythology, Starcraft... but mostly from management games like Anno (1701/1404/2070), Sim City (3000, 4), Total War or even Mount and Blade.
I've also been inspired by books such as Game of Thrones, The Pillars of the Earth or even 1984.

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[TD] 765 custom units
264 custom items
338 custom destructibles/doodads
471 custom abilities
195 custom buffs
68 custom updates

1258 triggers
95321 lines of code
644 variables
510 regions
553 imported files

966 units on the map
18000 doodads/destructibles

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Political Map

Fornost

Carn-Dûm

Rivendell

Khazad-Dûm

Tharbad

Cameth Brin

Barrow Downs

Khazad Gate

Orthanc


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Playable Towns

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Morkai

Athilin

Wrakyaburg

Maethelburg

Seren

Barnas

Undrond

Dunlostir



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Gameplay Screenshots




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Staff

Model Makers

Skin Makers

Icon Makers

Sound Makers

Documentation

Testers, Advisers and Support


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In no particular order :

  • OlofMoleman : Trebuchet
  • Fingolfin : Gondorian style Walls, Roof, Towers; High Elf Cavalry, Archer, Swordsman and Lancer
  • StormLegacy : Lancer
  • HappyTauren : House
  • Nasrudin : White House
  • Tranquil : Draw Bridge, Dwarven Phalanx, Dwarven Catapult
  • Urkdrengi : Dwarf Warrior
  • Communist_Orc : Windmill
  • Willthealmighty : Effects and Auras
  • Mr.Bob : Library, Market, Lumbermill, Stables, Town Halls
  • paulH : Heavy Dwarf
  • CHILLA_KILLA : White Plaza (on request)
  • GolluM[KoMe] : A nooby aura
  • Sorry for those I forgot ! Please slap me in tha face if you find a model of yours in the map ;)

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  • GolluM[KoMe] : Flags of Umbar and Gondor; White Tree paving (based on the work of Mr.Goblin
  • Deligaris : Map Preview picture
  • Kwaliti : The UI of the map (which I customized a bit)
  • Sorry I can't remember if I actually used custom texture :p

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  • GolluM[KoMe] : All LoTR icons + some miscellaneous (like weapons)
  • Am I lazy enough not to search in the whole site to look for the names of all the icons I've used ? Yes. And sorry :p

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  • Le_Bucheron : optimized the sizes
  • GolluM[KoMe]

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Lindëfirion : Lindëfirion wiki: Lindëfirion: An Encyclopaedia An amazing website made by Sampsa Rydman

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In no particular order :

  • Clan HEA : Great support and testers
  • Railto
  • Hoth
  • Hell_Master
  • Purparisien
  • Demonex
  • texugo1337
  • FLACCl
  • Spiderligh
  • ldragogode297

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0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

1.1

1.2

TO DO LIST

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-Voices of Elven Archers fixed
-Weapons needed for events/demi-heroes removed;
-Cost of knights increased
-Message explaining which town you are about to pick at the beggining telling you the name, the production buildings and the nearest faction.
-A few little/average bugs removed;
-Brace yourself, you can now find a golden ring that can give you the ability to become invisible ... but maybe much more ! Only the luckiest and those who know the best Middle Earth will find it ! Are you the chosen one ? (event not quite finished on the diplomatic level (if you see what I mean ^^))
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-Some diplomatic bugs removed
-Random weather made (according to the climate)
-You can now make basic units in each town you seized (according to your warfare). With elvish warfare, can produce ents in fangorn this way ;)
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-Some diplomatic bugs removed (sorry for the little mistake on 0.5 that made you unable to ally anyone ^^)
-Item price/CD balanced
-It's easier to get the One Ring
-A few units still needed weapons in stock ...
-New pets on the map :p
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-Little bugs removed thanks to you ;)
-Moria and big plains filled
-All existing hero skills have been revised
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-5 New heroes for Arnorian Warfare: Arvegil, King of Arthedain; Mindacil Vinyarion, City Prefect of Fornst; Saruman the White, Maia, Istar of Aulë; Gandalf he Grey, Maia, Istar of Manwë; Alatar the Blue, Maia, Istar of Oromë.
-Elrond, Arwen, Arvegil, Mindacil, Saruman, Gandalf and Alatar now have their private weapons in the smithy.
-Wells no longer regen mana.
-Little bugs removed
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-Towns seized now produce 5 or 10 food (according to the importance of the city)
-Wood is quicker to produce at level 3 and 4.
-You can now get the new heroes of 0.8 as a third hero (sorry this was not expected :p)
-A bug with neutral heroes reviving at the center removed
-Quest tables remade
-New pets on the map :p
-You can now see in the quest at Victory Conditions what are your goals, how much do you fulfill the conditions and how the others are doing. (remember you can also type -victory to know it)
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-The message telling when an Outlaw invested a colony is fixed (told the names of LoME colonies)
-The Pack Horse journey from Maethelburg to Khazad Dûm is fixed
-New models for dwarven units and for the Witch King
-New UI (by Kwaliti); Tell me what you think about it/how I could improve it
-Two new heroes for Dwarven Warfare : Durin VI, King of Khazad-Dûm and Dain, High General of Moria
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-Siege weapons can't destroy non-ennemy buildings anymore
-New UI removed (took too much space :p)
-Foods issues with outlaws fixed
-Jewel made with gems fixed
-Terrorist abilities fixed
-Troll Cage and Elite Barrack limit : 1--->2
-Well selection size new fits its size (and not its ability range)
-Making 2 demi-heroes of the same type is fixed
-Many many little stuff remade/fixed
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-While making 1.1 I had to destroy a few triggers and didn't check all they were doing ... Sorry ;) ---> Demi Heroes remade; Now destroyed building producing raw material goods respawn with level 0 (like before)
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Tell me which ones you want to be made first please :). And if you have any suggestion, post them on this forum !

Terrain
  • Vast and empty plains
  • Moria
  • Dol Guldur
  • Specific tiles when buildings are produced and specific doodad for houses according to the warfare
  • Citizens/animals hanging around in the towns (according to the population)

Units
  • Balance the prices
  • Fix the Horse Trapp Terrorist's ability
  • Add mercenary camps on the map

Heroes
  • Fix all the abilities and balance them for the map
  • Add 5 Arnorian heroes : 3 Istari : Alatar, Curunir and Olórin + the King of Arthedain + 1 shtoopid lord of Arnor
  • Add 5 Dwarven heroes : Durin VI, NEED IDEAS
  • Add 5 Outlaw heroes : Well I've got the ideas ;)
  • I need a lot of ideas for their skills !
  • Make their teleport ability to be able to be used on any of your town (main one and seized one)

Gameplay
  • Make the Fortresses (Dol Guldur, Angrenost, Amon Sûl, Gram) : can be captured, don't attack, are more or less fortified, can produce unique units/have unique abilities, are not attacked by factions
  • Ability to ask (for gold) your ally faction to declare war to a faction/player
  • If a player declares war on you, your ally faction declares war on the player if it's not one of its allies
  • Random events that can be benefic or not (like Baby Boom : decreases the time for people to settle in your town or Monsoon that stop for a time grape production, etc etc etc etc)
  • Ability for Pack Horse (Pick Where To Send) opens a menu in which you choose between the 3 factions you can sell goods to and automatically make safe rally point(s) for your sheep/horses/pack horse to reach the selling place
  • New Way : Adventurer (or Hero of Middle Earth) ---> you cannot improve your town (or even loose it dunno yet), you swear allegiance to a Faction, follow its diplomacy (even if you can declare war to its ally players), you get +3 heroes. After getting enough renown you can choose between Fellowship (+2 heroes to a total of 6) or War Heroes (+1 hero, + buffs or I don't know what). Conditions to win would be based on number of Towns Owned by the faction and the Lowest level of your heroes. Note : heroes can be choose between all warfares.
  • Enhance the leaving out of the towns
  • Outlaws' town is attack by several factions (only one for now) as their renown is getting higher


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Keywords:
Lords of the North, Builder, Anno-like, Strategy, Complicated, Lords, Middle Earth, North, Lords of Middle Earth, North.
Contents

Lords of The North 1.2 (Map)

Reviews
19:54, 3rd Apr 2013 Orcnet: map approved
Level 2
Joined
Dec 25, 2012
Messages
13
So playtested the map again, together with some friends and started out at the same place, taking mayor again (like him for the extra packsaddle and the money^^) and got a lot of income really quick, catapulting me to the top, the other ones played general and outlaw, where as the general quickly took a city of arnor, the outlaw got severly slapped by the elves and I had to give him about 3000g so he got out of the downturning spiral (he made some severe mistakes though).
After having built everything fairly well, I started to take over arnor as well with gaining all none walled cities in actually no time (like you mentioned gollum, I also noted that you only got a special hero at level 3, btw. combination of saruman+abrazagar is awesome^^).

I however noticed the following two things when playing:
In the quests you don't get any real information on all the new things apart from the basics, as I wanted to look up what Trade Prince/Master of Trade (yes, at one time it says Trade Prince and then it says Master of Trade, just a minor thing to fix though). I would really fix this and include information for the different warfares and specializations.

Apart from this I've also been laughing a bit when reading that I should sell my goods at either Pelargir, the Haven of Umbar or some city of Khand. The tooltip of the fur coats being manufactured out of silk should also be fixed to avoid confusion.

I also quite like the colony idea of the outlaws (never tested outlaw though), but when thinking a bit more clearly about this I found that outlaws might be a bit underpowered in late game, should someone get a bit more towns or even one of the cities.
There also occurred the thought to me (in connection to the colonies), to add another (more different) game mode to the game. Making all players overall weaker and the factions stronger (giving them more units/better units/special tech upgrades for this mode). Every player can then go and get some colonies, however the price raises for every colony taken and faction towns should be quite hard to take. Players should also rely a lot more on their colonies for a means of income, meaning that they produce less goods in their own city and more in the colonies and then manufacture these in their hometowns. Specializations should of course be different then.

And when writing this, I feel like this is the idea for a whole new map based upon LoME and LoTN that could be done as well....nvm the things coming out of my twisted brain though, if you don't like it, it'll be ok with me, since it's really getting a bit abstract as of late.

Another more funny thing would however be to add a special building/ressource/ability/whatever to every player town so they all play a bit more different apart from the location and the heroes. The idea occurred to me when I saw the playertown near the western mapborder and saw the dock while reading about the Haven of Umbar and Pelargir (like establishing special trade routes as a research or special building -> colonial goods produced? Others might produce things like mithril ore or something like that)

We're most likely going to play the map at the weekend again, so I can give some more feedback then.
 
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combination of saruman+abrazagar is awesome^^
Ye Saruman owns :p
In the quests you don't get any real information on all the new things apart from the basics, as I wanted to look up what Trade Prince/Master of Trade (yes, at one time it says Trade Prince and then it says Master of Trade, just a minor thing to fix though). I would really fix this and include information for the different warfares and specializations.

Apart from this I've also been laughing a bit when reading that I should sell my goods at either Pelargir, the Haven of Umbar or some city of Khand. The tooltip of the fur coats being manufactured out of silk should also be fixed to avoid confusion.
Aw ye I've got to check the quest :p, but it's such a mess down there . . .
There also occurred the thought to me (in connection to the colonies), to add another (more different) game mode to the game. Making all players overall weaker and the factions stronger (giving them more units/better units/special tech upgrades for this mode). Every player can then go and get some colonies, however the price raises for every colony taken and faction towns should be quite hard to take. Players should also rely a lot more on their colonies for a means of income, meaning that they produce less goods in their own city and more in the colonies and then manufacture these in their hometowns. Specializations should of course be different then.
Well that would be an interesting mode, but really long to make :p. Before thinking about long modes, I should focus more on stuff of the To Do List for now ;)
Another more funny thing would however be to add a special building/ressource/ability/whatever to every player town so they all play a bit more different apart from the location and the heroes. The idea occurred to me when I saw the playertown near the western mapborder and saw the dock while reading about the Haven of Umbar and Pelargir (like establishing special trade routes as a research or special building -> colonial goods produced? Others might produce things like mithril ore or something like that)
Well ye a good idea I already had for LoTN, but I kepts that for the outlaw way only (gems and tobacco) cause adding 8 new resources might be confusing I guess. Though the trade route is really hard to set up as some towns are too far from each other I guess ... Though it would be great to be able to have one like in Age of Empire ;)

where is the black market @@
Well, it's not somewhere on the map, it the ability of the outlaw Pack Horse :p
P.S. I discovered a bug wherein the hero's icon vanishes and never re-spawns again
Could you be more specific please I don't get when the icon "vanishes" :p


Thanks guy ! I really appreciate !
 
Level 2
Joined
Feb 5, 2012
Messages
16
Hi,

find bug. Maethelburg when send horse sell items, he start going to market and back to city again and again.

Second, neutral heroes when died spawn again next to Cameth Brin.

Also one think, when ally faction. For example Arnor and fight Angmar, Elves and Dwarfs get hostile after capcure 2 towns of enemy....and done attacks on my cities together so I get attacked on map(Cameth Brin) by elves from one side and dwarfes other side, and in same time I have Angmar attacking my hometown and 10 sec after Elves and after elves dwarfes, my entire defence was wiped out last tower remain, my heroes are dead and get messege that my city is attacked again...is it normal?

Also missing one spell to Black guard hero from Maethelburg. And change her escape spell to more usefull thing, Because 3lvl is far away that clones disappear before can kill someone and your hero is absolutly away
 
Level 2
Joined
Dec 25, 2012
Messages
13
Well ye a good idea I already had for LoTN, but I kepts that for the outlaw way only (gems and tobacco) cause adding 8 new resources might be confusing I guess. Though the trade route is really hard to set up as some towns are too far from each other I guess ... Though it would be great to be able to have one like in Age of Empire ;)

I was less thinking of adding trade routes for every city, but rather about special enhancements for every city, which could for example include a special research "Trade Routes" or something like that for the playertown of Seren/Undrond/Dunlostir, which could give them a bonus production of some colonial good(Tobacco/Gems) or some goods that appeared in LoME (Silk?). Those "Trade Routes" might also be used to gain access to some items from the southern regions of Middle Earth (gondorian/khandish/umbarian items)

Barnas could gain a small extension on their smithy (being near dwarves and all this), so they could gain items that are slightly more powerful than the usual items you get there (apart from the hero specific ones).

Morkai might be able to build a mercenary guild (similar to inns, but offering special units only they can train+more of them at once, all with some sort of useful ability or skill)

Just something unique for every town, so there is a bit more difference like I said earlier.

Creating a trade system like in Age of Empires would of course be cool.^^
Though you already pointed out that making one would be quite hard as you said when making LoME if I remember correctly, so I guess abandoning the idea for now would be better.

Also some things I noted as I looked onto the map as well:
Undrond and Seren are quite close and should they both go to war with arnor it seems likely, that they will soon to be fighting over the town Thalion between them.
Athilin and Morkai are also quite close, but apart from other cities they tend to be even further away and a bit more isolated with only frozen wasteland between them (Morkai also seems to be a bad choice in terms of going outlaw, whilst other towns like Barnas have easy access and is near to two colonies or the Town of Seren who is the next to the colony of Minas Malloth which is completely unguarded!)
So I take it's intended that these pairs are so near and have these conditions so you get action early?
I also noted two tooltip mistakes. When investing in the colony of Gaenderch it says that it produces GFur. The item of the arnorian capital the "Stone of Osgiliath" there's a space missing between greatest and Palantíri.

Gonna tell you should I find some more bugs/mistakes or things that are a bit weird.

PS: When investing in Minas Malloth it says that I invested in the colony of Tolfalas.
PPS: Will Orthanc and Amon Súl be used later or are they just there so we have some things to look at?^^
 
Level 1
Joined
Apr 6, 2013
Messages
3
specific..hmm..sometimes when the str hero of seren dies after being revived, his icon vanishes and he doesn't re-spawns for some reason, also, when my town/city turned lvl 5, his name appears but when i chose his name, nothing comes out
 
I was less thinking of adding trade routes for every city, but rather about special enhancements for every city, which could for example include a special research "Trade Routes" or something like that for the playertown of Seren/Undrond/Dunlostir, which could give them a bonus production of some colonial good(Tobacco/Gems) or some goods that appeared in LoME (Silk?). Those "Trade Routes" might also be used to gain access to some items from the southern regions of Middle Earth (gondorian/khandish/umbarian items)
Well ye very interesting, I really like the "Trade Routes" going "South". Hum it gives me an Idea :
In your market or whatever is the building, you can send "An Expedition in The South" :
It removes one of your Pack Horse
It costs gold and horses
After X seconds the Pack Horse comes back with exotic goods such as silk, gems, tobacco, pearls, or whatever new.
You can then sell these at the faction with a STABLE price.
BUT a faction could Demand a certain kind of exotic goods for a few minutes: it would buy it with a way higher price so you'd better store some of these goods.
You could also make new stuff with these goods, like Outlaws do with Gems (make new items not costing any gold, but costs gems :p)

Barnas could gain a small extension on their smithy (being near dwarves and all this), so they could gain items that are slightly more powerful than the usual items you get there (apart from the hero specific ones).

Morkai might be able to build a mercenary guild (similar to inns, but offering special units only they can train+more of them at once, all with some sort of useful ability or skill)

Just something unique for every town, so there is a bit more difference like I said earlier.
Well ye it's a good idea. They already have different units, different heroes, different locations, different raw materials.
They could have specific building; or I'd say they are specialized in a kind of Building like you said : better with the smithy, better with inns etc etc etc

I like it !

Also some things I noted as I looked onto the map as well:
Undrond and Seren are quite close and should they both go to war with arnor it seems likely, that they will soon to be fighting over the town Thalion between them.
Athilin and Morkai are also quite close, but apart from other cities they tend to be even further away and a bit more isolated with only frozen wasteland between them (Morkai also seems to be a bad choice in terms of going outlaw, whilst other towns like Barnas have easy access and is near to two colonies or the Town of Seren who is the next to the colony of Minas Malloth which is completely unguarded!)
So I take it's intended that these pairs are so near and have these conditions so you get action early?
Well. I looked at a map of Middle Earth and tried to determine what would be the best: BUT it's not that great (you pointed out some drawbacks) BUT it's faithful to the true map PLUS it makes some towns better for a Way or an other which is just bad for beginners I guess.
If you wanna know how I determined it I just said : Arnor and Angmar must have 6 Towns while Dwarves and Elves 4 only. Then I just picked 8 cities for the players :p The map I used and then I made that

PS: When investing in Minas Malloth it says that I invested in the colony of Tolfalas.
Ow ty
PPS: Will Orthanc and Amon Súl be used later or are they just there so we have some things to look at?^^
Yep ! Check the To Do List (next to changelog)

specific..hmm..sometimes when the str hero of seren dies after being revived, his icon vanishes and he doesn't re-spawns for some reason, also, when my town/city turned lvl 5, his name appears but when i chose his name, nothing comes out
Ok Ty ! I'll try to fix that


Thaaanks a lot !! It brings me a lot of ideas ! (even if I already have to many :p)
++++rep
 
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Level 3
Joined
May 1, 2012
Messages
59
i got a funny idea ya might dislike O3O why don't ya add an plague system just to make the game challenging. It's just fine with me if you don't like it :D
 
Level 3
Joined
Jul 18, 2010
Messages
54
There's the barricade, and then the walls(And the City walls too!).
Maybe you can put the city Walls to archers get on top of it. And put a wall for cities =( like the Barricade upgrade.
 
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Level 3
Joined
May 1, 2012
Messages
59
well ya put in the system if the plague would be triggered or not it's like yar system of choosing when ya choose gold or wood but a little more different yar gonna choose if there will be a plague that will be triggered or there will be no plague that will be triggered if ya got what i mean.

( why ya need to put this system its because some people wants an plague and some wants the normal game play. )

how the plague works they can capture a town the town will produce infected villagers it's goal is to slaughter every last race human, orc, dwarves and elves well as you can see the infected is against them all which means the infected won't be killed easily.

( well as you know infected are brainless but has a goal of eating all races it means we got to make it a realistic game play when the infected attacks the unit the unit that has been attacked will have the status that when the unit is killed it will rise and will become infected )

just to make the infected stronger and faster to spread

and the infected has no siege weapon as i remember so change their siege weapon into an flesh golem or abomination whit very hard armor but not to much just to tank in :D

i tell you this is to much so it's fine with me if ya don't like it and i know this is a lot of work O3O
 
There's the barricade, and then the walls(And the City walls too!).
Maybe you can put the city Walls to archers get on top of it. And put a wall for cities =( like the Barricade upgrade.
I answered this many times on LoME forum and here too; It's impossible (to me ofc).

well ya put in the system if the plague would be triggered or not it's like yar system of choosing when ya choose gold or wood but a little more different yar gonna choose if there will be a plague that will be triggered or there will be no plague that will be triggered if ya got what i mean.

( why ya need to put this system its because some people wants an plague and some wants the normal game play. )

how the plague works they can capture a town the town will produce infected villagers it's goal is to slaughter every last race human, orc, dwarves and elves well as you can see the infected is against them all which means the infected won't be killed easily.

( well as you know infected are brainless but has a goal of eating all races it means we got to make it a realistic game play when the infected attacks the unit the unit that has been attacked will have the status that when the unit is killed it will rise and will become infected )

just to make the infected stronger and faster to spread

and the infected has no siege weapon as i remember so change their siege weapon into an flesh golem or abomination whit very hard armor but not to much just to tank in :D

i tell you this is to much so it's fine with me if ya don't like it and i know this is a lot of work O3O
Aha you want people to be able to play like zombies ? :p
Ye it's too many work, but it could be fun though.
 
Level 2
Joined
Feb 5, 2012
Messages
16
bug...at least me, when I want my sheeps doing wool, they made 8 pieces and not more, and I have 30 sheeps in my barn...

Also do you think doing somethink more from wool? Some tunics ect?

Happend in two towns
 
Level 1
Joined
Apr 27, 2013
Messages
9
I only played 0.9 but those seem not to be fixed in the 1.0 changelog

- Arnor and Angmar have a unit that can destroy non enemy towns and units.
- Some demi hero still need weapons in stock.
- Times to make on some item like grape level 4 is not right.
- Transport and movement between east and west are buggy because of the moutain, if only those products can be sent directly to the warehouse like outlaw.
- Outlaw units are weak or expensive, so i end up with an army of 50 demi heroes, lucky my Seren heroes were good.
- Outlaw also need a way to repair colonies, or siege machine outside of town.
- Foods of outlaw turn back to 125 after a while, even with 3x30 from colonies.
- Gems need to make jewel is 2x the number said. It take my 4 gems but don't give me anything when i have less than 8.
- The summoned depth creature can be revive so i had quite a number of them.
- The admiral teleport don't have cooldown i think...
- Terrorist's ability make the building attack much faster instead of slowing it.

And...
- Comet rain ultimate is weaker than normal rain of fire...
- Witch king's ultimate, not sure if it even work but it's boring...
- Dark cloud can be better if it's not channeling
- Single target nukes... not even an archer die from it, maybe more dam on non hero unit ?
- There should be a notice when someone found the one ring, not sure when i got it.
- Not sure what to do after getting those 20 towns from the factions.
- And hitting the same towns over and over with plunderers aren't so pointless :p
 
Wow great feedback ! I'm okay with almost all of them, but not all :
Times to make on some item like grape level 4 is not right.
Actually it is, I made an excel table in which is calculated how much money do you get with all kind of resources.
Transport and movement between east and west are buggy because of the moutain, if only those products can be sent directly to the warehouse like outlaw.
Well, I'm thinking about doing something like that :
-you click to send resources, the pack horses disapears and come back after X*Distance between town and selling place Seconds
-when you use Pick Where to Send, you get a menu in which you choose bewteen dwarves, arnor and angmar (only that).

- Outlaw also need a way to repair colonies, or siege machine outside of town.
I can't remember, do outlaw have scouts ? or even engineers ?

Foods of outlaw turn back to 125 after a while, even with 3x30 from colonies.
Yep this has to be fixed for otheer warfare with the seizing of other towns too :p

- Single target nukes... not even an archer die from it, maybe more dam on non hero unit ?
What do u mean by nukes ??

- Not sure what to do after getting those 20 towns from the factions.
Actually, the goal of the game is defined by the host at the beginning of the game.

- And hitting the same towns over and over with plunderers aren't so pointless :p
ouch ye ^^

Well !! After working on each point you told me, I guess the map will be much better ! Thaaaanks a lot !
 
Level 3
Joined
Jul 18, 2010
Messages
54
Bug Report:
A hero ***********************

I will send you throug PM, it's a bug that everyone can use to ruin the game.

Crash Report on loading:
Alt Tab, Dark Green and Brown or slow load.
 
Level 1
Joined
Apr 27, 2013
Messages
9
Vineyard level 4 say grapes need 70s but actually it only need 40s or 35s

Outlaw don't have engineers, didn't notice that scout can repair :(

About horse pack, I mean if I play as Seren and captured Fangorn and Caras Galadhon, I can't set rally point for the horse carrying grain and grape to go right to my town. Maybe increase the time to produce them but don't need to transport ?

By nukes, i mean spell of hero that do only damage like a fire ball or heavy glaive that do 325 dam at level 3. Even a 70 gold cost marauder won't die from it :p

There should be an archivement in library for holding 21 towns :D

.................
Colony of Gaenderch say it make GFur.
Tower of Carn Dum still belong to angmar after Carn Dum got captured.
Glaive impetus skill make the game slow.
Impalement trap say it do 65 dam at level 1 when you try to learn but 50 after you learn it. Not sure how much it actually do.
.................
Some suggestions :
Fleet admiral can walk on water but become weaker. How about make him or his ability stronger instead since there are not so much water on the map. He should be able to make bigger wave with all the water around.
And how about making the town at level 1 and 2 or even 3 give a good hp and mp regen to heroes so that we can go out and kill some creep, it should make the game less boring in the early.
The town on the mountain that have 2 ways in, how about moving it to the north and turn it to an outlaw faction that will send an attack when hired. Or just turn it into a one way town like other 7.
 
About horse pack, I mean if I play as Seren and captured Fangorn and Caras Galadhon, I can't set rally point for the horse carrying grain and grape to go right to my town. Maybe increase the time to produce them but don't need to transport ?
yes you can ! you just set multiple rally points ! (use shift or control, I don't remember, to add more rally points)
Fleet admiral can walk on water but become weaker. How about make him or his ability stronger instead since there are not so much water on the map. He should be able to make bigger wave with all the water around.
Aw ye it made his weaker for LoME; but he should get stronger, you're right.
And how about making the town at level 1 and 2 or even 3
Yep I've been thinking about that, but still have other things to work on.
give a good hp and mp regen to heroes so that we can go out and kill some creep, it should make the game less boring in the early.
Well, since you can make a little army, it's really easy to creep (too easy ?) and you can get to your well to recover!
The town on the mountain that have 2 ways in, how about moving it to the north and turn it to an outlaw faction that will send an attack when hired. Or just turn it into a one way town like other 7.
Well, I guess dwarves need their 4 towns ! but hiring outlaw is a great idea !
 
Level 1
Joined
Apr 27, 2013
Messages
9
The towns with 2 ways is Warkyaburg, the one without a well in the begin.
Currently, neutrals and factions only attack it from the left, but often retreat to Cameth Brin after a few steps. The right side can still be attack by players so the owner have less space to build (rocks, mountain, crack in the ground already limited it). With a trapper camp and an iron mine, it often force the owner to choose sheep over horse to get jobs early. The heroes, however look really fit to be outlaw :)
That's why I find it's interesting if this town can be turn into an outlaw faction and these heroes become extra for outlaw players. The outlaw should only need one town and maybe 2 colonies that can be raid (pillage/plunder) by Mayor and General.

About the regen hp and mp, i mean like an altar or whatever that give only heroes a bit faster regen in the early. Since only heroes can quickly return home to defend an attack, i rarely send troops with them (I don't have money for soldiers actually). It's quite hard to get level 3 hero before the 2nd hero appear ( or I was upgrading too fast ). So, a special well that work only on hero and disappear when the town reach level 3 or 4 would become handly.

...
City perfect of fornost (Arnor wafare hero) don't have return ability. ( or at least after i got the 3rd hero )
Mithril mine don't auto create mithril.
Electric Blizzard spell (Dunlostir's hero) can hurt ally and neutral town ... spamming it to take a town cost lot of time anyway.
 
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Level 2
Joined
May 4, 2009
Messages
20
Item named Tempest Staff appears in the Smith in town that doesn't have the hero that can take it... usually it appears after you get the second hero... seen this in towns Morkai and Dunlostir
 
theres a typo on the version 0.8 info about Gandalf he white lol
He is named Gandalf the White ??
With a trapper camp and an iron mine, it often force the owner to choose sheep over horse to get jobs early.
I'll add a Horse Stud at level 1 ;)
That's why I find it's interesting if this town can be turn into an outlaw faction and these heroes become extra for outlaw players.
Well, but what if there are 8 players ??? I have no room left for extra towns ... I cannot use it for a faction.
About the regen hp and mp, i mean like an altar or whatever that give only heroes a bit faster regen in the early. Since only heroes can quickly return home to defend an attack, i rarely send troops with them (I don't have money for soldiers actually). It's quite hard to get level 3 hero before the 2nd hero appear ( or I was upgrading too fast ). So, a special well that work only on hero and disappear when the town reach level 3 or 4 would become handly.
Well, maybe the well could have an ability for heroes that is removed when you reach level 3 :)
City perfect of fornost (Arnor wafare hero) don't have return ability. ( or at least after i got the 3rd hero )
Ouch ! You mean Prefect or I really wrote perfect ?? :D
Mithril mine don't auto create mithril.
Ow you right !!!
Electric Blizzard spell (Dunlostir's hero) can hurt ally and neutral town ... spamming it to take a town cost lot of time anyway.
K 'ill remove the damage to buildings
Item named Tempest Staff appears in the Smith in town that doesn't have the hero that can take it... usually it appears after you get the second hero... seen this in towns Morkai and Dunlostir
Ow k ty !


10 000 Hits and 3000 downloads already !
Thaaanks guys !!!!!
 
Level 3
Joined
May 1, 2012
Messages
59
I have or had that bug Flacc had. I can't play 1.0. :(
I'm still up to help with your tooltips if you still need it.



i thought i am the only wan who experiencing that O3O. ya'll hav to wait for the next version then it will be fix.
 
Level 3
Joined
May 1, 2012
Messages
59
oh pls don't let this die this is my fav game and I ain't letting ya die now!!!.
King GolluM_KoMe tell me if yar gonna apdate it pls
 
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