I include 2 links to cool Middle Earth mods. They have been around for some time, but I think the other download links are no longer around.
http://ul.to/qg6751 (nicely balanced, with rivercrossing limited to bridges)
http://ul.to/owak95 (12 nation mod, very nice- though maybe favours evil side somewhat. File size is due to some map graphics I think)
BTW: I take no credit for creating those, am just appreciating player of them :)
I'm having no luck installing these two mods (I found them at http://axisandallies.wikia.com)
I tried placing the extracted folder in maps, I tried taking out the unit and flag files and copying them into the master image file under flags and maps respectively. I can select the game under choose game, and I can choose and assign AI but when I hit play, either in 12 person or regular I get a very large error page, and it resets the players back to all human. I never get to the map or into the game.
could it be updated with notes about what support is needed by each unit that 'is supportable' and what the support will do?
i mean, does each 'gives support' unit support every single 'is supportable' unit? and does the support just increase attack by 1 for every supportable unit, or does is it that certain units require specific support, and that specific support does unique things for each supportable unit?
You already guessed right here.
Each supportable unit is supported by every unit granting support, and support raises the attack by 1.
This happens on a 1 to 1 basis, so the attack is raised by 1 for a given unit, but not further.
I've enjoyed this mod very much! Thank you GloriousWolf and Ajmdemen. I've recently played the 12 player version but unfortunately the river crossings are not limited to bridges in that version. Those choke-hold sites created by the bridges, makes for a more interesting game I think. Is there any thought to including them in a future 12 player update?
1 other little mistake I have spotted: there is a missing connection between S.W. Central Sea Zone and N.E. Central Sea Zone. Would you be able to correct that one also? Sorry about bugging you 2 times with these...
I boosted freefolk a bit, increased nazgul price to 27 and moved Rohan's capitol to Helm's Deep. I hope it helps the balance, if it is proved by playtesting, we could add this as default LOTR to next version.
I have been playing this one recently and I find it very difficult to win with Gandolf & co. Glad to know it is still being tweaked.
Is blitzing problematic also? For example, in the opening round, the light cavalry in E. Emnet can not blitz to Gladen, the only go as far as Anduin East Bank, though they have three movement. Is this expected behavior?
I did some testing and would like to make the new version default for 1.6. - I will post updated version soon ( I also need to do some updates in game notes still and am at work now with no access to my modifed xml).