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Old 03-05-2007   #1
 
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Middle Earth Risk

Middle Earth Risk is a pretty basic idea. You take over territories by attacking the units that are on their circle of powers. When you take certain lands, for instance, like all of the Mithril Mines you will receive an extra gold increase and a spawn for owning that land combined. It is not wise to try to conquer lands randomly, even though I've seen it before. To win you have to control all of the Middle Earth for 1 turn.

Tjere are 26 different nations:
1) Harad
2) Umbar
3) North Ithilien
4) Gorgoroth
5) Nurn
6) Gondor
7) Rohan
8) Fangorn Forest
9) Enedwaith
10) Lothlorien
11) East Rhovanion
12) West Rhovanion
13) Moria
14) Mithril Mines
15) Eriador
16) Shire
17) Erebor
18) Arnor
19) Mirkwood
20) Dol Guldur
21) Rhun
22) Grey Mountains
23) Iron Hills
24) South Ithilien
25) South-West Arnor
26) Blue Mountains

There are also Empire spawns:
East Rhovanion and West Rhovanion (Rhovanion Empire)
Gorgoroth and Nurn (Mordor Empire)
Moria and Mithril Mines (Morian Empire)
North and South Ithilien (Ithilien Empire)

Below is the latest version, I hope you enjoy. If you have any questions or ideas for the map post them up.
Attached Files
File Type: w3x Middle Earth Risk 6.23(N).w3x (588.2 KB, 167 views)
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Old 04-29-2007   #2
 
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Re: Middle Earth Risk

Nos, you should update this post by adding v6.21 information. You should also add a changelog.

[img width=700 height=87]http://content.yieldmanager.edgesuite.net/atoms/1a/56/1a56c3caa7744ca60a03461eec52dc2d.gif[/img]
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Old 04-29-2007   #3
 
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Re: Middle Earth Risk

Ya you really need to update this.

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Old 04-29-2007   #4
 
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Re: Middle Earth Risk

Hell just said that?

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Old 04-29-2007   #5
 
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Re: Middle Earth Risk

Was agreeing, reinforcing, whatever.

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Old 05-12-2007   #6
 
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Re: Middle Earth Risk

nos you know you should make a lotr risk stronghold with all those and make rhovanion riders cost more and make more damage and still leave the normal ones and you should balance the dwarfs cus when you get em its like you get spiders you can win with their spawn if you get em and make isengard,rohan.gondor,mordor,minas murgul,harad,umbar,ithilien,dwarfs and shire you should make em bigger like in movie that there huge make em a lil bigger and add more attack towers not only 1 man thats cheap lol and balance the ships so that they got more life and more strengh but cost more and can have even more units cus they take too little units
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Old 05-12-2007   #7
 
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Re: Middle Earth Risk

First off, this should be in ME Risk Edits. Second, why would he make it like LotR Risk Stronghold, when there's already a LotR Risk Stronghold? Thirdly, try to seperate you're ideas and stuff... sorta hard to understand you. On to the mistakes.

Rhovan. Riders are ok all around.

Dwarfs are well balanced, maybe a little bit less HP/damage or whatever makes them rigged, but other than that they're ok.

Making countries bigger would require tons of work, when the map is cool as it is... This isn't the actual movie you know.

More attack towers takes space for one, and once again, they're fine as it is.

If you read other posts (ME Risk List or whatever tat topic is) or ME Risk Edits, you would know that the ships were discussed. Having more units in one though... might be a good idea.


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Old 05-13-2007   #8
 
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Re: Middle Earth Risk

ATTENTION: Latest version of LotR Risk (6.22) is available in the downloads section.. Download people!
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Old 05-14-2007   #9
 
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Re: Middle Earth Risk

... That wasn't constructive critisicm. Silly rabbit, we've discussed this. Kthxbye.

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Old 05-15-2007   #10
 
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Re: Middle Earth Risk

Ideas and Bugs:

Submitted by "Zorq"
  • Dwarven Empire needs a spawn.
  • Countdown timer fixed.
  • Starting units for balancing nations.
Quote:
Originally Posted by Zorq
should have mention this earlier before the release of this version.. thought someone would have noticed... before when you had control of the whole dwarven empire u'd get bonus unit.. now you do not... i believe either give them a bonus spawn for taking control of the 3 regions in the east.. or if u want to add like a good unit (ie.. the unique spawn horseman that rohan has) then make it so they ahve to control the mountains in the NW of the map...
Quote:
Originally Posted by Zorq
Oh.. i tried out the GvE mode of the map... I found a lot of problems related with issue... for example.. if I take control of moria and then quickly produce an army I can actually take up some of the land before the timer starts to count down which offsets the game immediately... so here are my suggestions... first of all.. before the "country" is chosen.. the units on those spawns should be invulnerable... second... maybe perhaps add an army to the starting of the game for each country so they can defend while the income counter is counting down... third... the income counter should start counting down as soon as everyone chooses their country?... but if that doesn't work.. maybe this will do it with one solution.. simply make it so u can only choose ur country and after thats done there maybe a set timer for everyone to choose and mean while nothing can be moved and nothing will be under your control... and if the remaining ppl don't select their race it will be automatically randomly chosen for them and the team begins together.. hope that makes sense...
Submitted by "S1CkN3sS-"
  • Minas Morgul has a building bug.
  • Cirith Ungol can be attacked by tower.
Quote:
Originally Posted by S1CkN3sS-
Minas Morgul (Gorgoroth, I believe) creates units south of its building causing them to be stuck and not be able to move out.  (Not the incomes, just the ones you buy)  This may only happen if incomes are standing in the way but I believe it will still happen as I ran into this problem with VenezualaVVild.

New one: A guard tower can get control of a territory causing no unit to be able to take it and the guard tower being controlled by who last controlled the base (replay going to be attached in a minute) The spot to look for is where the spiders spawn in mordor.  Happens toward end of game (short replay like 20 mins).
(I hear this one is old so my bad)

In Gray Havens the tower isnt in range to kill someone who tries to take the base.
Submitted by "DkC-Gears"
  • Gray Havens tower is too far from COP.
  • Mercenaries are overpowered.
  • Stonethrowers are underpowered.
  • Rangers are underpowered.
  • Wild Man of Dunland is overpowered.
Quote:
Originally Posted by lubu652
1. In Gray Havens the tower isnt in range to kill someone who tries to take the base.

2. Mercenires went from being the worst, to be amazingly rigged for a two gold unit.

3. Stonethrowers are sooooooooooooo useless and a waste to even have them in game. At least give them insane attack speed to make up for their bad attack.

4. Rangers need a buff, Ithlein is famous for their rangers, and having rly bad archers doesnt make sense. Either make them 3 gold and buff them alot, or buff them a bit and keep them at 2 gold.

5. The two gold Dunland units are really good, and kind of rigged. Nerf them ftw!
Unit Balancing:

If you feel a unit needs balancing, post the unit name here and state whether it is underpowered or overpowered and Nos-Feratu. or myself will try our best to balance the unit.

Overpowered Units
  • Mercenaries are overpowered.
  • Wild Man of Dunland is overpowered.
  • Captain of Moria is overpowered.
  • Banner Carrier is overpowered.
  • Dunland Warchief is overpowered.
  • Armored Hobbit is overpowered.
  • Sailor is overpowered.
  • Swordsman of Osgliliath is overpowered.
  • Swordsman of Ithilien is overpowered.

Underpowered Units
  • Stonethrowers are underpowered.
  • Rangers are underpowered.
  • Troll Drummer is underpowered.
  • Haradrim Captain is underpowered.
  • Knight of Rhovanion is underpowered.
  • Half-Troll Marauder is underpowered.
  • Warg is underpowered.
  • Mirkwood Spider is underpowered.
  • Wood Elf Swordsman is underpowered.
  • Brood Mother is underpowered.
  • Variag of Khand is underpowered.


THE MASS LIST
  • Minas Morgul has a building bug.
  • Cirith Ungol can be attacked by tower.
  • Gray Havens tower is too far from COP.
  • Dwarven Empire needs a spawn.
  • Countdown timer fixed.
  • Starting units for balancing nations.
  • Water glitch under Angmar needs fixing.
  • Terrain switching in Rivendell.
  • Improve Harad (Maybe an Empire).

Green - Fixed/Added
Red - Not Using

Looking for more bugs. If you find any bugs, I will add them to the list. Just post your WC3 name so I can make sure you get credited.

[img width=700 height=87]http://content.yieldmanager.edgesuite.net/atoms/1a/56/1a56c3caa7744ca60a03461eec52dc2d.gif[/img]
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Old 05-15-2007   #11
 
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Re: Middle Earth Risk

Wow if this is the balancing thread too, I think dwarven mine workers may be a little overpowered, one alone I believe can kill an elven archer while tanking it and the guard tower. That means if you put the weakest unit on the CoP everytime, you can take 7 territories with the starting 7 income (easily) assuming you have no opposition.
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Old 05-15-2007   #12
 
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Re: Middle Earth Risk

cheers on the fast responses to the bugs hellbringer =) anyway.. here is a unit that I love using but i know its a little bit rigged... the 6 dollar captain guy in moria... (requires u to have the spawns of the moria archer/melee before able to produce him) why hes rigged? cuz hes a 6 dollar unit with the aura of the 50g 10w troll drummer... I really am not sure whether hes strong in melee or not.. but its the aura that makes him really rigged.. I usually macro one of them per army and just hold position behind the fight so all my units get aura'ed and that offsets the whole balance issue cuz for 6 dollar a unit I can put them in every single army I have where as the troll drummer costs a lot more with the EXACT same aura... I believe the banner guys in South Rohan also has the same aura so I believe the banner/captain guy needs a cost increment or else just remove them both so the troll drummer is actually worth getting... and another point I should make is perhaps making the catapults costing more wood so u can't actually mass produce them because they are basically the "free spawns killer"... Any 1 dollar or 2 dollar units typically have about 100-250 hp at the max.. and these thing does like 70 dmg? so 3-4 of these basicallly kills those 1 dollar unit instantly... so why wood increment and not gold? cuz gold is easy to get later on in the game and wood is not... imagine an army of ents/catapult for example... ents got the hp for shield... and catapults gonna remove all the 1 dollar unit... so whats left are the big guys.. and ents are prolly the best unit for the buck for a single unit vs single unit considering their cost for damage is pretty high(110g balrog does like 100 dmg whereas 20 dollar ents does like 80 dmg? of coz the extra g for balrog is for cleaving but as i stated above.. ents/catapults do the same thing with much less gold)
hope that makes sense...
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Old 05-15-2007   #13
 
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Re: Middle Earth Risk

@Sickness
Lol, we already nerfed dwarven mine workers. I think they are fine with what they are at. :/


@Zorq
You make a great point. Yes, there are some problems with balancing but all the concepts you just stated are partly skill. You would have to be a skilled player to know to use catapults and tankers. Talk to Nos about this idea... he might have a better idea of what to do.



I have been thinking about balancing all Trolls in general. I believe N0va suggested they have bash or critical strike, but we could add the Trolls with something like a 1% cleaving attack perhaps. At the moment, trolls are not worth their cost and thank you for brining up the point with the troll drummer because that is a good example.

Seige is also overpowered. Perhaps they need higher cost or lower stats.

I also discovered that the gate timer was screwed up after we added mode selection so I will fix that... it is easy to fix.

[img width=700 height=87]http://content.yieldmanager.edgesuite.net/atoms/1a/56/1a56c3caa7744ca60a03461eec52dc2d.gif[/img]
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Old 05-15-2007   #14
 
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Re: Middle Earth Risk

ooh! ooh! you forgot something on your first post!
*Dol Amroth needs to be put in
*Pirate ships should be faster
*Finally, there needs to be a lossarnach base instead of a city in SW gondor.


And now, directly from chip's signature...
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Old 05-15-2007   #15
 
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Re: Middle Earth Risk

Nos never got to putting Dol Amroth in. Personally, I think it is a bad idea since it will separate Gondor from itself.

The Pirate Ships speed was already boosted by 50, if that isn't good enough, maybe 75 is good.

Lossarnach? I will look it up. What is it?




Edit: I looked into Lossarnach. I found a picture that gives a decent idea of the east of Gondor.

Aparently Pelargir is where Dol Amroth is in our game, and Lossarnach is close under Minas Tirith.

[img width=700 height=552]http://i5.photobucket.com/albums/y186/Tiki0005/EastGondor_2.png[/img]
Red = Location of Lossarnach
Blue = Location of Dol Amroth Nation

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Old 05-15-2007   #16
 
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Re: Middle Earth Risk

Personally I checked on the new boat speed in 6.22 and I think they are pretty fair... It is just simply good enough that the pirates can catch on to the transport ship because if their speed was too fast then that means transport ship would become literally USELSS, I mean if transports ships are dying when trying to transport it make sense but not literally unable to travel through any pirates, so I think they are perfectly fine as it is... One more thing I want to recall is that someone earlier mentioned that regional spawn should have a way of rallying them to a location so when they spawn you don't have to manually go through each of them to rally them, that is a VERY good idea because a lot of the time in game you won't have time to move them all and that will make the game more balance for the "slower" players and game would be at a much exciting, faster pace because the time ur spending mostly are on strategy on how to take down your opponent. And as mentioned above with Gondor, a point to add is Gondor really sucks for the amount of trouble you have to go through to get it, I really believe that if any region spawn should get powerful/unique unit, it should be gondor... Where as right now SRohan is getting the unique mounted guards that are very powerful... Last thing I'd suggest is rewarding "empire" spawns more then now, for example, SRohan it self should just spawn normal riders whereas controlling South and North Rohan would give a unique spawn and the controlling dwarven empire would give unique spawn too, adding those would add a LOT more tension in those areas which will make it worth defending or fighting for... So places that I believe should have that feature is : Gondor(even though is one region only it is the hardest to claim), N+S Rohan, Dwarven Empire, Shire(perhaps a weaker one), Rhovanion(This should have similar spawn as S+N Rohan), Lorien+Mirkwood+Fangorn(All the forest areas), Harad(or whatever its called), and Mordor... Personally as of now I really think that the most worthy empire to control is Arnor+ the region west of Moria, that gives a clunk of units each spawn or Mordor which has a whole bunch of slaves and such for bonus... Oh hellbringer not sure if you notice this problem or not yet, but let's say Rohan for example, If you control EVERYTHING but Helms Deeps for istance, you'll still get the region spawn which shouldn't make sense... I believe the problem is you guys made it so the cities with seperate spawns(Helms Deep, Mordors main castle, Gondor's main city with all that trebs) are not included into the regional spawn which shouldn't be, I believe tactics should be that if I wanna screw up your economy I can hold one of ur city (ie Helms deep) and not let u get the region spawn whereas the person guarding helms deep has a advantage because they get the seperate spawn... You know what I mean? hope everything make sense =)
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Old 05-16-2007   #17
 
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Re: Middle Earth Risk

to get around the dividing gondor thing, you could have the dol amroth where it is, with the village/town things either to the east or south, offsetting clogging gondor. also to stop people with gondor from utterly besieging amroth, the mouths of the anduin could have a brige like there is at pelargir, so that the Amroth people could retreat into umbar. (or allow people to attack the lands by more than one way!)


And now, directly from chip's signature...
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Old 05-16-2007   #18
 
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Re: Middle Earth Risk

There already is an Empire spawn for Arnor + South-West Arnor, for North + South Rohan, for all of Rhovanion, for Moria, for Eriador, and for Mordor (Gorgoroth + Nurn.)

A few of your empire ideas are in there but having so many Empires, aside from these, would make the Empire idea almost useless. The idea is there are only a few and if you can you go for them. But Dwarven Empire could, I suppose, be put back in. I may do that.

Thanks.
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Old 05-16-2007   #19
 
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Re: Middle Earth Risk

As Zorq stated, the cities and empires are seperate because Nos made them that way. I havn't seen a problem with it... That is the way it has always been and I don't really think that will be on our top priority to change.

Nos thinks Gondor is fine, but perhaps an extra archer or two should be added to it's spawn.

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Old 05-16-2007   #20
 
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Re: Middle Earth Risk

Actually, I think a melee unit should be added or something, I don't think Gondor was based around Archers as much as most. Maybe 1 melee 1 archer?

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Old 05-16-2007   #21
 
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Re: Middle Earth Risk

Remember to add Axemen to Lossarnach ^^

It's famous for them.
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Old 05-16-2007   #22
 
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Re: Middle Earth Risk

Quote:
Originally Posted by Nos-Feratu.
There already is an Empire spawn for Arnor + South-West Arnor, for North + South Rohan, for all of Rhovanion, for Moria, for Eriador, and for Mordor (Gorgoroth + Nurn.)

A few of your empire ideas are in there but having so many Empires, aside from these, would make the Empire idea almost useless. The idea is there are only a few and if you can you go for them. But Dwarven Empire could, I suppose, be put back in. I may do that.

Thanks.
I understand that there is empire spawns already but what I meant was because it should be more rewarding then just 1 or 2 bonus unit (As I said earlier, Arnor+SW Arnor, is probably one of the better empires to capture for the amount of reward given) instead, what I was trying to state was maybe giving the empire spawns a unique spawn not attainable elsewhere so others would actually fight to capture the whole empire...

Anyway, back to some other issues I think thats really concerning me... Mercenaries, I would say prior to this version they were a lot weaker, perhaps too weak for 1g, but this version, they are worth atleast 2-3g... They were just simply too powerful (Espeically with the amount that spawns when you capture SW Arnor and the neighbor region)...

Oh, btw, I recall a long time before in a version of risk, Mumakil had this area effect that when it does it will do approx 500 damage to all nearby enemies... I think that was a very good idea if a monstor that size falls on an armie, it should definitely injure if not kill the units... And I think that was what made Mumakil so worthy (and expensive)... Right now I just don't see a point in getting those because of the slow attack speed(Heck, I rather have 2 ents and it be 5g less 2w more)

One more thing I'd like to mention is the tower placement for Lorien region... On that region the city at the very north actually has the tower placed so when units come out from moria they get attacked unless you direct them to go north...
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Old 05-16-2007   #23
 
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Re: Middle Earth Risk

Uhh one thing.. Mercs were mentioned. And the mumakil are effect thing probably wouldn't work out... Say you bought 1 mumakil, and the enemy had a huge army, you had barely any units... their whole army would die, which would be cheap.

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Old 05-16-2007   #24
 
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Re: Middle Earth Risk

Quote:
Originally Posted by DarkBlade
Uhh one thing.. Mercs were mentioned. And the mumakil are effect thing probably wouldn't work out... Say you bought 1 mumakil, and the enemy had a huge army, you had barely any units... their whole army would die, which would be cheap.
Oh I didn't know the mercs were mentioned, and second, with the mumakil idea, what happened before was that it deal a set damage (approx 500)... Maybe that could be reduce, and second of all.. If your anywhere near a good risk player you'd know that it will do damage upon death and actually pull away your melees and instead fight with another tactics =P I once had an army and i fought another with 7 balrogs and i killed him... it just shows tactics is what is needed.. its simply not rushing your guys and just watch them die... So I think maybe if the mumakil did a area splash of perhaps 250 or 300 it would be sufficient enough... and besides.. your concept of it being cheap... its really not.. if that's cheap... a balrog would be equally cheap...they cost money to build and lots of money to build so of course you'd have a smaller army...
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Old 05-17-2007   #25
 
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Re: Middle Earth Risk

If i was nos, and i was going to add the splash, id make it Melee only, 90-100 i believe.
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